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Namespaces

Enumerations

Classes

Interfaces

Type aliases

Variables

Functions

Object literals

Type aliases

Abstract

Abstract<T>: Function & { prototype: T }

Type parameters

  • T

ActionApi

ActionApi<A>: IActionApi<ActionEntities<A>>

Type parameters

ActionArgumentEntryType

ActionArgumentEntryType<X>: X extends ActionArgument ? ActionArgumentTypeMap<X> : X extends ActionArgument[] ? ExtractActionArgumentArray<X> : never

Type parameters

ActionArgumentTupleTypes

ActionArgumentTupleTypes<X>: X extends [] ? [] : X extends [] ? Tuple1<ActionArgumentEntryType<X[0]>> : X extends [] ? Tuple2<ActionArgumentEntryType<X[0]>, ActionArgumentEntryType<X[1]>> : X extends [] ? Tuple3<ActionArgumentEntryType<X[0]>, ActionArgumentEntryType<X[1]>, ActionArgumentEntryType<X[2]>> : X extends [] ? Tuple4<ActionArgumentEntryType<X[0]>, ActionArgumentEntryType<X[1]>, ActionArgumentEntryType<X[2]>, ActionArgumentEntryType<X[3]>> : X extends [] ? Tuple5<ActionArgumentEntryType<X[0]>, ActionArgumentEntryType<X[1]>, ActionArgumentEntryType<X[2]>, ActionArgumentEntryType<X[3]>, ActionArgumentEntryType<X[4]>> : never

Type parameters

ActionArgumentTypeMap

ActionArgumentTypeMap<X>: { [ActionArgument.ActionType]: ActionType; [ActionArgument.Array]: any[]; [ActionArgument.AttackType]: AttackType; [ActionArgument.Boolean]: boolean; [ActionArgument.Container]: IContainer; [ActionArgument.Corpse]: ICorpse; [ActionArgument.Creature]: Creature; [ActionArgument.Direction]: Direction; [ActionArgument.DoodadType]: DoodadType; [ActionArgument.Doodad]: Doodad; [ActionArgument.Entity]: Entity; [ActionArgument.EquipType]: EquipType; [ActionArgument.Human]: Human; [ActionArgument.ItemArrayInventory]: Item[]; [ActionArgument.ItemArrayNearby]: Item[]; [ActionArgument.ItemArray]: Item[]; [ActionArgument.ItemInventory]: Item; [ActionArgument.ItemNearby]: Item; [ActionArgument.ItemType]: ItemType; [ActionArgument.Item]: Item; [ActionArgument.NPCNearby]: NPC; [ActionArgument.NPC]: NPC; [ActionArgument.Null]: null; [ActionArgument.Number]: number; [ActionArgument.Object]: any; [ActionArgument.Player]: Player; [ActionArgument.Quality]: Quality; [ActionArgument.RecipeType]: RecipeType; [ActionArgument.RestType]: RestType; [ActionArgument.String]: string; [ActionArgument.TileEvent]: TileEvent; [ActionArgument.Undefined]: undefined; [ActionArgument.Vector2]: IVector2; [ActionArgument.Vector3]: IVector3 }[X]

Type parameters

ActionArguments

ActionArguments<A>:

Type parameters

ActionEntities

ActionEntities<A>:

Type parameters

AdaptionFunction

AdaptionFunction: (world: IWorldLayer, x: number, y: number, terrain: TerrainType, adaptation: ITileAdaptation, variationIndex: number) => TerrainDecorationStatus

Takes an x, y, and z coordinate and a randomly-generated "variation index", and returns an ITileAdaptation object for the tile. How the variation index is used to generate the ITileAdaptation will be implementation-specific.

param

A random integer between 1 (inclusive) and 65536 (exclusive)

Type declaration

ArgsOf

ArgsOf<F, F>: ArgumentsOf<Extract<F, AnyFunction>>

Type parameters

  • F

  • F

BindingEventName

BindingEventName: keyof typeof BindingEvent

BindingHandler

BindingHandler<R>: (api: IBindHandlerApi) => R

Type parameters

  • R

Type declaration

BiomeMapGen

BiomeTypes

BiomeTypes: Exclude<BiomeType, Random>

CaveSpawns

CaveSpawns: Array<[]>

CharacterPreviewRotation

CharacterPreviewRotation: 0 | 1 | 2 | 3

CheckIfAllPresent

CheckIfAllPresent: CheckIfAllPresent2<typeof quests>

The following code is for compile-time typechecking to make sure all QuestTypes have Quests. The reason we don't just make the quests variable have the Descriptions type is so that users of that variable can know the exact type of each quest.

CheckIfAllPresent2

CheckIfAllPresent2<X>: never

Type parameters

Checker

Checker: (api: IQuestRequirementApi, ...args: any[]) => boolean

Type declaration

ClassOrAbstractClass

ClassOrAbstractClass<T>: Abstract<T> | Constructor<T>

Type parameters

  • T

ClientDataMap

ClientDataMap<T>: IClientData[T]

Type parameters

CommandCallback

CommandCallback: (player: Player, args: string) => void

Type declaration

    • (player: Player, args: string): void
    • Parameters

      Returns void

ConcreteType

ConcreteType: IConcerteRegistrar | any

Constructor

Constructor<T>: {}

Type parameters

  • T

Type declaration

ConsumerVectorRange

ConsumerVectorRange: (vec: IVector2, value: number) => any

Type declaration

    • Parameters

      Returns any

ContainerReference

ContextMenuDescriptions

ContextMenuDescriptions<O>: Array<ContextMenuOptionDescription<O>>

Type parameters

  • O: number | string | symbol

ContextMenuOptionDescription

ContextMenuOptionDescription<O>: ContextMenuOptionKeyValuePair<O> | typeof Divider

Type parameters

  • O: number | string | symbol

ContextMenuOptionKeyValuePair

ContextMenuOptionKeyValuePair<O>: []

Type parameters

  • O: number | string | symbol

CountMatcher

CountMatcher: number | { max?: undefined | number; min: number } | null

DirectionalBindStates

DirectionalBindStates: Record<Direction, InputInfo | undefined>

EmitterOrBus

EmitterOrBus: EventBus | HostOrHostClass

EmptyIfUndefined

EmptyIfUndefined<T>: T extends undefined ? {} : T

Type parameters

  • T

EntityTypeMap

EntityTypeMap<E>: { [EntityType.Creature]: Creature; [EntityType.NPC]: NPC; [EntityType.Player]: Player }[E]

Type parameters

EntityTypeTupleType

EntityTypeTupleType<E>: E extends [] ? EntityTypeMap<E[0]> : E extends [] ? EntityTypeMap<E[0]> | EntityTypeMap<E[1]> : E extends [] ? EntityTypeMap<E[0]> | EntityTypeMap<E[1]> | EntityTypeMap<E[2]> : never

Type parameters

EntryMapper

EntryMapper<T, R, A, T>: (v: T) => number

Type parameters

  • T

  • R

  • A: any[]

  • T

Type declaration

    • (v: T): number
    • Parameters

      • v: T

      Returns number

Enum

Enum: {} & {}

EquipEffectByType

EquipEffectByType<T>: IEquipEffects[T]

Type parameters

EquipEffects

EquipEffects: {}[keyof IEquipEffects]

Event

Event<E>: keyof Events<E extends EventBus ? EventBusHost<E> : E>

Type parameters

EventBusHost

EventBusHost<E>: ReturnType<{ __computed: any }[E]>

Type parameters

Events

Events<T>: T extends IEventEmitterHost<infer E> ? E : T extends IEventEmitterHostClass<infer E> ? E : never

Type parameters

  • T

ExtendsScreen

ExtendsScreen: {}

Type declaration

ExtractActionArgumentArray

ExtractActionArgumentArray<X>: X extends [] ? ActionArgumentTypeMap<X[0]> : X extends [] ? ActionArgumentTypeMap<X[0]> | ActionArgumentTypeMap<X[1]> : X extends [] ? ActionArgumentTypeMap<X[0]> | ActionArgumentTypeMap<X[1]> | ActionArgumentTypeMap<X[2]> : X extends [] ? ActionArgumentTypeMap<X[0]> | ActionArgumentTypeMap<X[1]> | ActionArgumentTypeMap<X[2]> | ActionArgumentTypeMap<X[3]> : X extends [] ? ActionArgumentTypeMap<X[0]> | ActionArgumentTypeMap<X[1]> | ActionArgumentTypeMap<X[2]> | ActionArgumentTypeMap<X[3]> | ActionArgumentTypeMap<X[4]> : never

Type parameters

ExtractEnum

ExtractEnum<E>:

Type parameters

  • E

HandlePositionCorner

HandlePositionCorner: TopLeft | TopRight | BottomLeft | BottomRight

An intersection type for the handle positions in the corners

Handler

Handler<E, K, H, F>: (host: H, ...args: ArgsOf<F>) => ReturnOf<F>

Type parameters

Type declaration

HandlerInternal1

HandlerInternal1<E, K>: HandlerInternal2<HostFromHostOrHostClass<E>, Events<E>[K]>

Type parameters

HandlerInternal2

HandlerInternal2<H, F>: (host: H, ...args: ArgsOf<F>) => ReturnOf<F>

Type parameters

  • H

  • F

Type declaration

HeldDirections

HeldDirections: []

HighlightSelector

HighlightSelector: []

HighscoreFilter

HighscoreFilter: typeof ALL | GameMode

HostFromHostOrHostClass

HostFromHostOrHostClass<H>: H extends IEventEmitterHostClass<any> ? InstanceOf<H> : H

Type parameters

HostOrHostClass

HostOrHostClass: IEventEmitterHost<any> | IEventEmitterHostClass<any>

IBindingsOld

IBindingsOld: Record<string, ArrayOr<IBindingOld>>

ICachedHooks

ICachedHooks: {}

A list of all cached hooks indexed by Hook

Type declaration

ICanLoadInfo

ICanLoadInfo: { index: number; loadable: true; name: string } | { loadable: false; name: string }

ICreditProperty

ICreditProperty: Map<string, number | undefined>

IDialogStates

IDialogStates: {}

Type declaration

IDoodadOld

IDoodadOld: Partial<Doodad> & { growInto?: DoodadType }

IDropdownOption

IDropdownOption<OptionId>: []

Type parameters

  • OptionId

IEdges

IEdges: []

IEventEmitterHostClass

IEventEmitterHostClass<E>: ClassOrAbstractClass<IEventEmitterHost<E>>

Type parameters

  • E

IFilter

IFilter: {}

Type declaration

IGameOld

IGameOld: Partial<Game> & Partial<{ contaminatedWater: IVector3[]; corpses: SaferArray<ICorpse>; crafted: {}; creatureSpawnTimer: number; creatures: SaferArray<Creature>; dailyChallenge: boolean; dayNight: number; dayNightSwitch: 0 | 1; doodads: SaferArray<Doodad>; highscores: IHighscoreOld[]; isRealTime: boolean; items: Item[]; lastCreationIds: {}; lastPlayedVersion: string | undefined; mapGenVersion: string; monsters: Creature[]; npcs: SaferArray<NPC>; options: IOptions; playedCount: number; realTimeTickSpeed: TickSpeed; saveVersion: string; seeds: ISeeds; tamedCreatures: number[]; tileContainers: ITileContainer[]; tileData: {}; tileEvents: SaferArray<TileEvent>; time: TimeManager; wellData: {} }>

IGameOptionsPartial

IGameOptionsPartial: RecursivePartial<IGameOptions> & { milestoneModifiers?: undefined }

"Partial" difficulty options; used to apply options over top base options. Milestone modifiers can never exist on partial difficulty options.

IHighscoreOld

IHighscoreOld: Partial<IHighscore> & Partial<{ dailyChallenge: boolean; talent: number }>

IImageOverrides

IImageOverrides: Array<string | IImageOverrideDescription>

IInputCatalystMap

IInputCatalystMap: {}

Type declaration

IMilestoneUpdate

IMilestoneUpdate: []

IMusicDescription

IMusicDescription: IModdable

IOptionDescription

IOptionDescription: { translation: TranslationGenerator; create?: any } & { submenu: any } | { onActivate: any }

IOptionsOld

IOptionsOld: Partial<Pick<IOptions, "bindings">> & Partial<{ allowDiagonalMovement: boolean; bindings: IBindingsOld; developerLogging: boolean; directionTurnDelay: boolean; disableUIAnimations: boolean; dropUnderYourself: boolean; enableAutoSave: boolean; hints: boolean; keyBinds: {}; openNotesAutomatically: boolean; protectedCraftingItemContainers: boolean; protectedCraftingItems: boolean; skipIntro: boolean; tooltipsCreatures: boolean; tooltipsDoodads: boolean; tooltipsItems: boolean; tooltipsNPCs: boolean; tooltipsTerrain: boolean; worldTooltips: boolean }>

IPlayerOld

IPlayerOld: Partial<Omit<Player, "customization">> & Partial<{ attack: number; benignity: number; customization: { hairColor: HairColor; hairStyle: HairStyle; skinColor: SkinColor }; dehydration: number; dexterity: number; exploredMapEncodedData: number[][]; gender: 0 | 1; health: number; healthRegen: number; healthTimer: number; hunger: number; hungerRegen: number; hungerTimer: number; malignity: number; malignityNegative: number; malignityPlus: number; messages: MessageManager; raft: number | undefined; stamina: number; staminaRegen: number; staminaTimer: number; starvation: number; stats: Partial<IStatsOld>; strength: number; talent: number; tamedCreatures: number[]; thirst: number; thirstRegen: number; thirstTimer: number; weight: number }>

IProperties

IProperties: Map<Property, any>

IReduceStrategy

IReduceStrategy<R>: ReduceStrategy | ((newValue: R, lastValue?: R) => R)

Type parameters

  • R

IReject

IReject: (reason?: any) => void

Type declaration

    • (reason?: any): void
    • Parameters

      • Optional reason: any

      Returns void

IRenderFunction

IRenderFunction: (sprite: number | ISpriteInfo) => void

Type declaration

IRenderLayerImplementation

IRenderLayerImplementation: (render: IRenderFunction) => any

Type declaration

IResolve

IResolve<T>: (value?: T | PromiseLike<T> | undefined) => void

Type parameters

  • T

Type declaration

    • (value?: T | PromiseLike<T> | undefined): void
    • Parameters

      • Optional value: T | PromiseLike<T> | undefined

      Returns void

IResourceMap

IResourceMap: IResourceData | PathType

ISkillSet

IStat

IStats

IStats: {}

Type declaration

IStatus

IStatus: Record<keyof typeof StatusType, boolean>

ITalkedProperty

ITalkedProperty: Map<string, boolean | undefined>

ITileContainer

ITileContainer: IContainer & IVector3

ITileDataOld

ITileDataOld: Partial<ITileData> & { strength?: undefined | number }

IndexedByPosition

IndexedByPosition<T>: {}

Type parameters

  • T

Type declaration

InjectionMethod

InjectionMethod<T, K>: T[K] extends (...args: infer A) => any ? (api: IInjectionApi<T, K>, ...args: A) => any : never

Type parameters

  • T: {}

  • K: keyof T

Injections

Injections: MappedByInjectorClass<Array<string | number | symbol>>

Inputs

Inputs: {}

Type declaration

InspectionClass

InspectionClass: Class<Inspection<any>> & { getFromTile: any }

LaughDefinition

LaughDefinition: ILaughDefinition | string

Link

Link: string | []

MapGenVersions

MapGenVersions<T>: Descriptions<number, T> & { latest: [] }

Type parameters

  • T

MappedByInjectorClass

MappedByInjectorClass<T>: Map<IInjectorClass<any>, T>

Type parameters

  • T

MatchmakingMessageData

MilestoneProcessor

MilestoneProcessor: (milestoneData: IMilestoneData, newData?: undefined | number) => any

Type declaration

    • Parameters

      Returns any

ModOptionSectionInitializer

ModOptionSectionInitializer: (component: Component) => any

Type declaration

ModRegistration

MovementIntent

MovementIntent: Direction | "idle" | undefined

NameRule

NameRule: []

PacketTarget

Path

Path: [] | []

PluralRule

PluralRule: []

QuestRequirementApi

QuestRequirementApi<R>: R extends QuestRequirement<infer O, infer D> ? IQuestRequirementApi<O, D> : never

Type parameters

RecipeInputType

RecipeInputType<R>: RecipeInputTypeMap[R]

Type parameters

RecipeOutputClass

RecipeOutputClass<R>: { [RecipeOutputType.Item]: ItemOutput }[R]

Type parameters

RecipeRequirementClass

RecipeRequirementClass<R>: { [RecipeRequirementType.Doodad]: DoodadRequirement; [RecipeRequirementType.Fire]: FireRequirement; [RecipeRequirementType.Item]: ItemRequirement; [RecipeRequirementType.Tool]: ToolRequirement }[R]

Type parameters

RecursivePartial

RecursivePartial<T>: { defaultmap: T extends DefaultMap<infer K, infer V> ? DefaultMap<K, RecursivePartial<V>> : never; map: T extends Map<infer K, infer V> ? Map<K, RecursivePartial<V>> : never; object: {}; other: T | undefined; set: T extends Set<infer V> ? Set<RecursivePartial<V>> : never }[T extends Map<any, any> ? "map" : T extends DefaultMap<any, any> ? "defaultmap" : T extends Set<any> ? "set" : T extends RandomValueGenerator<any> ? "other" : T extends object ? "object" : "other"]

Type parameters

  • T

RemoveProperties

RemoveProperties<T, R>: {}

Type parameters

  • T

  • R

Type declaration

RequirementArgs

RequirementArgs<R>: { [QuestRequirementType.Build]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[]], {}>; [QuestRequirementType.CollectItem]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], {}>; [QuestRequirementType.Craft]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], { crafted: number }>; [QuestRequirementType.Dismantle]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], { dismantled: number }>; [QuestRequirementType.Equip]: QuestRequirement<[EquipType[], ItemTypeGroup[]], {}>; [QuestRequirementType.KillCreature]: QuestRequirement<[CreatureType, number], IKillCreatureRequirement>; [QuestRequirementType.KillCreatures]: QuestRequirement<[number], IKillCreaturesRequirement>; [QuestRequirementType.LearnAnySkill]: QuestRequirement<[number], {}>; [QuestRequirementType.LearnSkill]: QuestRequirement<[SkillType, number], {}>; [QuestRequirementType.LearnSkills]: QuestRequirement<[number], {}>; [QuestRequirementType.SailToCivilization]: QuestRequirement<[], {}>; [QuestRequirementType.TameCreature]: QuestRequirement<[CreatureType, number], ITameCreatureRequirement>; [QuestRequirementType.TameCreatures]: QuestRequirement<[number], ITameCreaturesRequirement> }[R] extends QuestRequirement<infer O, any> ? O : { [QuestRequirementType.Build]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[]], {}>; [QuestRequirementType.CollectItem]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], {}>; [QuestRequirementType.Craft]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], { crafted: number }>; [QuestRequirementType.Dismantle]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], { dismantled: number }>; [QuestRequirementType.Equip]: QuestRequirement<[EquipType[], ItemTypeGroup[]], {}>; [QuestRequirementType.KillCreature]: QuestRequirement<[CreatureType, number], IKillCreatureRequirement>; [QuestRequirementType.KillCreatures]: QuestRequirement<[number], IKillCreaturesRequirement>; [QuestRequirementType.LearnAnySkill]: QuestRequirement<[number], {}>; [QuestRequirementType.LearnSkill]: QuestRequirement<[SkillType, number], {}>; [QuestRequirementType.LearnSkills]: QuestRequirement<[number], {}>; [QuestRequirementType.SailToCivilization]: QuestRequirement<[], {}>; [QuestRequirementType.TameCreature]: QuestRequirement<[CreatureType, number], ITameCreatureRequirement>; [QuestRequirementType.TameCreatures]: QuestRequirement<[number], ITameCreaturesRequirement> }[R] extends QuestRequirement<infer O2> ? O2 : never

Type parameters

ReturnOf

ReturnOf<F, F>: ReturnType<Extract<F, AnyFunction>>

Type parameters

  • F

  • F

ReturnTypeLenient

ReturnTypeLenient<T>: ReturnType<T> extends void ? Promise<void> : ReturnType<T>

Type parameters

ServerInfo

ServerInfo: string | IMatchmakingInfo

SingularRule

SingularRule: []

SortFallback

SortFallback<T, R, A, T, A>: (a: T, b: T, entryA: number, entryB: number, stringA: string, stringB: string, ...args: A) => number

Type parameters

  • T

  • R

  • A: any[]

  • T

  • A: any[]

Type declaration

    • (a: T, b: T, entryA: number, entryB: number, stringA: string, stringB: string, ...args: A): number
    • Parameters

      • a: T
      • b: T
      • entryA: number
      • entryB: number
      • stringA: string
      • stringB: string
      • Rest ...args: A

      Returns number

SpriteLineOrRenderLayerImpl

SpriteLineOrRenderLayerImpl: number | IRenderLayerImplementation

SshCommandCallback

SshCommandCallback: (shell: ISshShell, args: string) => Promise<SshCommandResult>

Type declaration

SshCommandResult

SshCommandResult: ISshShell | false | undefined | void

StatusEffectClass

StatusEffectClass: Class<StatusEffect, []> & IModdable

Subscribers

Subscribers<E>: Array<(emitter: E, ...data: any[]) => any>

Type parameters

TemplateSpawns

TemplateSpawns: Array<[]>

TerrainData

TerrainData: number

TextOrTranslationData

TextOrTranslationData: string | UiTranslation | TranslationData

Timescale

Timescale: "year" | "quarter" | "month" | "week" | "day" | "hour" | "minute" | "second"

TransactionData

TranslationData

TranslationData: IBaseTranslationData | ({} & { entry: UiTranslation })

TranslationGenerator

TranslationProvider

TranslationProvider: (dictionary: Dictionary, entry: number | string, ignoreInvalid?: undefined | false | true) => string[] | undefined

Type declaration

    • (dictionary: Dictionary, entry: number | string, ignoreInvalid?: undefined | false | true): string[] | undefined
    • Parameters

      • dictionary: Dictionary
      • entry: number | string
      • Optional ignoreInvalid: undefined | false | true

      Returns string[] | undefined

Translator

Translator<T>: (v: T, entry: number, dictionary: Dictionary, index?: undefined | number) => Translation | string | undefined

Type parameters

  • T

Type declaration

    • (v: T, entry: number, dictionary: Dictionary, index?: undefined | number): Translation | string | undefined
    • Parameters

      • v: T
      • entry: number
      • dictionary: Dictionary
      • Optional index: undefined | number

      Returns Translation | string | undefined

Tuple1

Tuple1<X1>: undefined extends X1 ? [] : []

Type parameters

  • X1

Tuple2

Tuple2<X1, X2>:

Type parameters

  • X1

  • X2

Tuple3

Tuple3<X1, X2, X3>:

Type parameters

  • X1

  • X2

  • X3

Tuple4

Tuple4<X1, X2, X3, X4>:

Type parameters

  • X1

  • X2

  • X3

  • X4

Tuple5

Tuple5<X1, X2, X3, X4, X5>:

Type parameters

  • X1

  • X2

  • X3

  • X4

  • X5

TypedPropertyDescriptorFunctionAnyNOfParams

TypedPropertyDescriptorFunctionAnyNOfParams<T>: TypedPropertyDescriptor<(...args: ArgumentsOf<T>) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6], a7: ArgumentsOf<T>[7], a8: ArgumentsOf<T>[8], a9: ArgumentsOf<T>[9]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6], a7: ArgumentsOf<T>[7], a8: ArgumentsOf<T>[8]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6], a7: ArgumentsOf<T>[7]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0]) => ReturnTypeLenient<T>> | TypedPropertyDescriptor<() => ReturnTypeLenient<T>> | TypedPropertyDescriptor<T> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6], a7: ArgumentsOf<T>[7], a8: ArgumentsOf<T>[8], a9: ArgumentsOf<T>[9]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6], a7: ArgumentsOf<T>[7], a8: ArgumentsOf<T>[8]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6], a7: ArgumentsOf<T>[7]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5], a6: ArgumentsOf<T>[6]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4], a5: ArgumentsOf<T>[5]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3], a4: ArgumentsOf<T>[4]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2], a3: ArgumentsOf<T>[3]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1], a2: ArgumentsOf<T>[2]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0], a1: ArgumentsOf<T>[1]) => ReturnType<T>> | TypedPropertyDescriptor<(a0: ArgumentsOf<T>[0]) => ReturnType<T>> | TypedPropertyDescriptor<() => ReturnType<T>>

Type parameters

UncountableRule

UncountableRule: RegExp

UndefinedFromVoid

UndefinedFromVoid<V>: V extends void ? undefined : V

Type parameters

  • V

UntilHandler

UntilHandler<T, U>: {}

Type parameters

Type declaration

onDoodadUpdateDelegate

onDoodadUpdateDelegate: (x: number, y: number, doodadDescription: IDoodadDescription | undefined, doodadType: DoodadType | undefined, doodadInfo: DoodadInfo | undefined, doodadVariationX: number, doodadVariationY: number, hasGraphicVariation: boolean, terrainMasks: TerrainMask, flushImmediate: boolean) => void

Type declaration

    • (x: number, y: number, doodadDescription: IDoodadDescription | undefined, doodadType: DoodadType | undefined, doodadInfo: DoodadInfo | undefined, doodadVariationX: number, doodadVariationY: number, hasGraphicVariation: boolean, terrainMasks: TerrainMask, flushImmediate: boolean): void
    • Parameters

      • x: number
      • y: number
      • doodadDescription: IDoodadDescription | undefined
      • doodadType: DoodadType | undefined
      • doodadInfo: DoodadInfo | undefined
      • doodadVariationX: number
      • doodadVariationY: number
      • hasGraphicVariation: boolean
      • terrainMasks: TerrainMask
      • flushImmediate: boolean

      Returns void

onTileUpdateDelegate

onTileUpdateDelegate: (x: number, y: number, flushImmediate: boolean, debug?: undefined | false | true) => void

Type declaration

    • (x: number, y: number, flushImmediate: boolean, debug?: undefined | false | true): void
    • Parameters

      • x: number
      • y: number
      • flushImmediate: boolean
      • Optional debug: undefined | false | true

      Returns void

Variables

Const ALL

ALL: "all" = "all"

Const AMBIENT_INTENSITY

AMBIENT_INTENSITY: 1 = 1

Const AUTO_SAVE_REST_THRESHOLD

AUTO_SAVE_REST_THRESHOLD: 0.75 = 0.75

Const AUTO_SAVE_REST_THRESHOLD_MINIMUM

AUTO_SAVE_REST_THRESHOLD_MINIMUM: 200 = 200

Const AUTO_SAVE_TIMER_DEFAULT

AUTO_SAVE_TIMER_DEFAULT: 2000 = 2000

Const AXIS_SQUARE_PRIMARY

AXIS_SQUARE_PRIMARY: Y = Axis.Y

Const BINDING_CATCHER_MACRO_TIMEOUT

BINDING_CATCHER_MACRO_TIMEOUT: 2000 = 2000

Const Biomes

Biomes: {} & {} = biomeDescriptions

Const CHALLENGE_MODIFIERS_MIN

CHALLENGE_MODIFIERS_MIN: 300 = 300

Const COLOR_AMBIENT_CAVE

COLOR_AMBIENT_CAVE: [number, number, number] = Tuple(0.5, 0.5, 0.5)

Const COLOR_AMBIENT_DAWN

COLOR_AMBIENT_DAWN: [number, number, number] = Tuple(0.92, 0.59, 0.55)

Const COLOR_AMBIENT_DAY

COLOR_AMBIENT_DAY: [number, number, number] = Tuple(1.0, 1.0, 1.0)

Const COLOR_AMBIENT_NIGHT

COLOR_AMBIENT_NIGHT: [number, number, number] = Tuple(0.4, 0.4, 1.0)

Const COLOR_FOG

COLOR_FOG: [number, number, number] = Tuple(0, 0, 0)

Const COLOR_GHOST

COLOR_GHOST: IRGB = Color(50, 100, 255)

Const DEFAULT_FISH_AVAILABLE

DEFAULT_FISH_AVAILABLE: 6 = 6

Const DEFAULT_ISLAND_ID

DEFAULT_ISLAND_ID: "0,0" = "0,0"

Const DEFAULT_MAP_SIZE

DEFAULT_MAP_SIZE: 512 = 512

Const DEFAULT_MAX_MESSAGES

DEFAULT_MAX_MESSAGES: 30 = 30

Const DEFAULT_VOTE_TIMEOUT

DEFAULT_VOTE_TIMEOUT: 30000 = 30000

Const DIALOG_ACTIVE_REASON_INPUT_FOCUSED

DIALOG_ACTIVE_REASON_INPUT_FOCUSED: unique symbol = Symbol("DIALOG_ACTIVE_REASON_INPUT_FOCUSED")

Const DIALOG_ACTIVE_REASON_MOVING_HANDLE

DIALOG_ACTIVE_REASON_MOVING_HANDLE: unique symbol = Symbol("DIALOG_ACTIVE_REASON_MOVING_HANDLE")

Const DIALOG_ACTIVE_REASON_SELECTION_WITHIN

DIALOG_ACTIVE_REASON_SELECTION_WITHIN: unique symbol = Symbol("DIALOG_ACTIVE_REASON_SELECTION_WITHIN")

Const DIALOG_ACTIVE_REASON_WITHIN_DROPDOWN

DIALOG_ACTIVE_REASON_WITHIN_DROPDOWN: unique symbol = Symbol("DIALOG_ACTIVE_REASON_WITHIN_DROPDOWN")

Const DIALOG_OPACITY_DEFAULT

DIALOG_OPACITY_DEFAULT: 80 = 80

Const DIALOG_OPACITY_MIN

DIALOG_OPACITY_MIN: 0 = 0

Const EFFICACY_MESSAGE_PERCENTAGE_SKILL_REQUIREMENT

EFFICACY_MESSAGE_PERCENTAGE_SKILL_REQUIREMENT: 80 = 80

Const EFFICACY_MESSAGE_SKILL_REQUIREMENT

EFFICACY_MESSAGE_SKILL_REQUIREMENT: 20 = 20

Const EPSILON

EPSILON: 0.000001 = 0.000001

Const EXCLUSIVE_MODIFIERS

EXCLUSIVE_MODIFIERS: Challenge[][] = [[Challenge.PermanentlyBleeding, Challenge.PermanentlyBurning, Challenge.PermanentlyPoisoned],]

Const FLEE_DISTANCE_SQ

FLEE_DISTANCE_SQ: number = Math.pow(10, 2)

Const INTERVAL

INTERVAL: 16.6666 = 16.6666

Const ISLAND_TRAVEL_TIME

ISLAND_TRAVEL_TIME: 50 = 50

Const ITEM_SIZE

ITEM_SIZE: 8 = 8

Const LIGHT_COLOR_DEFAULT

LIGHT_COLOR_DEFAULT: IRGB = Color(204, 178, 0)

Const LINE_OF_SIGHT_DETAIL

LINE_OF_SIGHT_DETAIL: 4 = 4

Const LINE_OF_SIGHT_RADIUS

LINE_OF_SIGHT_RADIUS: 15 = 15

Const LINE_OF_SIGHT_RADIUS_MAX

LINE_OF_SIGHT_RADIUS_MAX: 20 = 20

Const MACRO_LIMIT

MACRO_LIMIT: 10 = 10

Const MESSAGES_MAX_PINNED

MESSAGES_MAX_PINNED: 3 = 3

Const MILESTONE_COMPLETE

MILESTONE_COMPLETE: -1 = -1

A magic number meaning a completed milestone

Const MIN_TIME_BETWEEN_VOTING

MIN_TIME_BETWEEN_VOTING: number = 5 * 60 * 1000

Const MODS_INTERNAL

MODS_INTERNAL: ["argus", "balancingtools", "debugtools", "piratelanguage", "literallyalanguage", "owowhatsthis", "troposphere", "starterquest", "treesonfire", "reincarnate", "helloworld", "alphatracks", "ridiculoushairdos", "poisoundeffects", "growingtester", "tars", "animorphs", "creaturespritetools", "factory"] = ["argus", "balancingtools", "debugtools", "piratelanguage","literallyalanguage", "owowhatsthis", "troposphere", "starterquest","treesonfire", "reincarnate", "helloworld", "alphatracks","ridiculoushairdos", "poisoundeffects", "growingtester", "tars","animorphs", "creaturespritetools", "factory",] as const

Const MODS_INTERNAL_ELECTRON

MODS_INTERNAL_ELECTRON: ["starterquest"] = ["starterquest"] as const

Const NEWUI_HOOK_PRIORITY

NEWUI_HOOK_PRIORITY: -99999999999 = -99999999999

Const OPT_IN_SOURCES

OPT_IN_SOURCES: Set<"Chat" | "Creature" | "Game" | "Multiplayer" | "Mod" | "ActionManager" | "Audio" | "BaseMod" | "ClientMessage" | "CommandManager" | "CorpseManager" | "CreatureManager" | "DailyChallenge" | "DoodadManager" | "EnumManager" | "FlowFieldManager" | "HookManager" | "Input" | "InputManager" | "InterModRegistryManager" | "ItemManager" | "Languages" | "MapGen" | "Matchmaking" | "MatchmakingServer" | "Message" | "Mods" | "NewUi" | "NPC" | "NPCManager" | "Packet" | "Player" | "PlayerManager" | "Reflow" | "Renderer" | "ResourceLoader" | "SaveManager" | "Serializer" | "Shaders" | "SshCommandManager" | "SshServer" | "Steamworks" | "TemperatureManager" | "TileEventManager" | "TileUpdate" | "Trello" | "Ui" | "Utilities" | "WebAssembly" | "WebRTCConnection" | "WebSocketConnection" | "World"> = [LogSource.Reflow,LogSource.Renderer,LogSource.Input,LogSource.TemperatureManager,LogSource.TileUpdate,].toSet(source => LogSource[source] as keyof typeof LogSource)

Const PERCENT_WARNING_HEALTH

PERCENT_WARNING_HEALTH: 0.1 = 0.1

Const PERCENT_WARNING_HUNGER

PERCENT_WARNING_HUNGER: 0.2 = 0.2

Const PERCENT_WARNING_STAMINA

PERCENT_WARNING_STAMINA: 0.1 = 0.1

Const PERCENT_WARNING_THIRST

PERCENT_WARNING_THIRST: 0.2 = 0.2

Const PERCENT_WARNING_WEIGHT

PERCENT_WARNING_WEIGHT: 0.9 = 0.9

Const REGEX_CACHE

REGEX_CACHE: StackMap<string, RegExp> = new StackMap<string, RegExp>(undefined, 500)

Const REPUTATION_MAX

REPUTATION_MAX: 64000 = 64000

Let SLOT_CHALLENGE

SLOT_CHALLENGE: number = -1

Let SLOT_COUNT_MAX

SLOT_COUNT_MAX: number = 20

Let SLOT_GLOBAL

SLOT_GLOBAL: number = 26

Let SLOT_MULTIPLAYER

SLOT_MULTIPLAYER: number = 27

Const SOUND_MAX_DISTANCE_SQ

SOUND_MAX_DISTANCE_SQ: number = Math.pow(75, 2)

Const STAMINA_LOW_PENALTY_START

STAMINA_LOW_PENALTY_START: 15 = 15

Const STRENGTH_BONUS

STRENGTH_BONUS: 25 = 25

The amount of extra weight the player can hold (added to max health)

Const SYMBOL_ANY_DICTIONARY

SYMBOL_ANY_DICTIONARY: unique symbol = Symbol("SYMBOL_ANY_DICTIONARY")

Const SYMBOL_BIND_HANDLERS

SYMBOL_BIND_HANDLERS: unique symbol = Symbol("bind handlers")

Const SYMBOL_DATA

SYMBOL_DATA: unique symbol = Symbol("data")

Const SYMBOL_DELAY

SYMBOL_DELAY: unique symbol = Symbol("DELAY")

Const SYMBOL_EDIT_MESSAGES

SYMBOL_EDIT_MESSAGES: unique symbol = Symbol("EditMessages")

Const SYMBOL_EVENT_HANDLERS

SYMBOL_EVENT_HANDLERS: unique symbol = Symbol("event handlers")

Const SYMBOL_HOOKS

SYMBOL_HOOKS: unique symbol = Symbol("hooks")

Const SYMBOL_HOST_NAME

SYMBOL_HOST_NAME: unique symbol = Symbol("name")

Const SYMBOL_INJECTIONS

SYMBOL_INJECTIONS: unique symbol = Symbol("injections")

Const SYMBOL_INSTANCES

SYMBOL_INSTANCES: unique symbol = Symbol("instances")

Const SYMBOL_JIT_DESERIALIZE_ALL_PROPERTIES

SYMBOL_JIT_DESERIALIZE_ALL_PROPERTIES: unique symbol = Symbol("SYMBOL_JIT_DESERIALIZE_ALL_PROPERTIES")

Const SYMBOL_JIT_PROPERTIES

SYMBOL_JIT_PROPERTIES: unique symbol = Symbol("SYMBOL_JIT_PROPERTIES")

Const SYMBOL_KEY_MAP

SYMBOL_KEY_MAP: Map<symbol, WeakSymbolKey> = new Map<symbol, WeakSymbolKey>()

Const SYMBOL_MERGEABLE

SYMBOL_MERGEABLE: unique symbol = Symbol("MERGEABLE")

Const SYMBOL_MOD_REGISTRATIONS

SYMBOL_MOD_REGISTRATIONS: unique symbol = Symbol("SYMBOL_MOD_REGISTRATIONS")

Const SYMBOL_NEXT_PROCESS_INPUT

SYMBOL_NEXT_PROCESS_INPUT: unique symbol = Symbol("NEXT_PROCESS_INPUT")

Const SYMBOL_PASS_TURN

SYMBOL_PASS_TURN: unique symbol = Symbol("PASS_TURN")

Const SYMBOL_REGISTRATION_ID

SYMBOL_REGISTRATION_ID: unique symbol = Symbol("SYMBOL_REGISTRATION_ID")

Const SYMBOL_SAVE_ALL_PROPERTIES

SYMBOL_SAVE_ALL_PROPERTIES: unique symbol = Symbol("SYMBOL_SAVE_ALL_PROPERTIES")

Const SYMBOL_SAVE_PROPERTIES

SYMBOL_SAVE_PROPERTIES: unique symbol = Symbol("SYMBOL_SAVE_PROPERTIES")

Const SYMBOL_SAVE_PROPERTY_FLAGS

SYMBOL_SAVE_PROPERTY_FLAGS: unique symbol = Symbol("SYMBOL_SAVE_PROPERTY_OPTIONS")

Const SYMBOL_SUBSCRIPTIONS

SYMBOL_SUBSCRIPTIONS: unique symbol = Symbol("subscriptions")

Const SYMBOL_SUPERCLASSES

SYMBOL_SUPERCLASSES: unique symbol = Symbol("superclasses")

Const SYMBOL_SUPER_REGISTRY

SYMBOL_SUPER_REGISTRY: unique symbol = Symbol("SYMBOL_SUPER_REGISTRY")

Const SYMBOL_TUPLE

SYMBOL_TUPLE: unique symbol = Symbol("TUPLE")

Const TEMPERATURE_BOUNDARY_MAX

TEMPERATURE_BOUNDARY_MAX: number = DEFAULT_MAP_SIZE - 1

Const TEMPERATURE_BOUNDARY_MAX_VEC2

TEMPERATURE_BOUNDARY_MAX_VEC2: Vector2 = new Vector2(TEMPERATURE_BOUNDARY_MAX)

Const TEMPERATURE_BOUNDARY_MIN

TEMPERATURE_BOUNDARY_MIN: 1 = 1

Const TEMPERATURE_BOUNDARY_MIN_VEC2

TEMPERATURE_BOUNDARY_MIN_VEC2: Vector2 = new Vector2(TEMPERATURE_BOUNDARY_MIN)

Const TEMPERATURE_DIFFUSION_RATE

TEMPERATURE_DIFFUSION_RATE: number = Math.round(Temperature.Hottest / 6)

Const TILE_SIZE_X

TILE_SIZE_X: number = RendererConstants.subTileSize * 2

Const TILE_SIZE_Y

TILE_SIZE_Y: number = RendererConstants.subTileSize * 3

Const TIME_ETERNAL_DAY

TIME_ETERNAL_DAY: 0.3 = 0.3

Const TIME_ETERNAL_NIGHT

TIME_ETERNAL_NIGHT: 0.7 = 0.7

Const TOOLTIP_DELAY_DEFAULT

TOOLTIP_DELAY_DEFAULT: 170 = 170

Const TURN_DELAY_DEFAULT

TURN_DELAY_DEFAULT: number = 200 / INTERVAL

Const TURN_DELAY_MAX

TURN_DELAY_MAX: number = 500 / INTERVAL

Const TerrainResources

TerrainResources: {} & {} = TerrainResources1

Const WEIGHT_ENCUMBERED

WEIGHT_ENCUMBERED: 0.9 = 0.9

At this weight or more, you are encumbered. Defaults to 90% (0.9)

WebAssembly

WebAssembly: any

Const ZOOM_LEVEL_MAX

ZOOM_LEVEL_MAX: 8 = 8

Const ZOOM_LEVEL_MIN

ZOOM_LEVEL_MIN: 1 = 1

Const _electron

_electron: undefined | IElectron = typeof (electron) !== "undefined" ? electron : undefined

Const actionDescriptionsVague

actionDescriptionsVague: {} & {} = actionDescriptions as Descriptions<ActionType, IActionDescription>

Const actionEntries

Const axes

axes: Axis[] = [Axis.X, Axis.Y]

Const basicInterpolator

basicInterpolator: Interpolator = new Interpolator(escapedSegment, argumentSegment, conditionalSegment)

Const bindHandlers

bindHandlers: Map<Function & { prototype: T }, IBindHandlerRegistration<any, any>[]> = new Map<AnyClass<any>, Array<IBindHandlerRegistration<any, any>>>()

Const biomeTypesChance

biomeTypesChance: Array<[]> = [[0.75, BiomeType.Coastal],[1, BiomeType.IceCap],[0.85, BiomeType.Arid],]

Const blockedPenalty

blockedPenalty: 11 = 11

Const cacheTranslationsNoArgs

cacheTranslationsNoArgs: Map<Dictionary, Map<string | number, Map<number, Translation>>> = new Map<Dictionary, Map<number | string, Map<number, Translation>>>()

Let cachebuster

cachebuster: number = 0

Const changelogListRegExp

changelogListRegExp: RegExp = /^\s*(Beta|Release)\s+(\d+)\.(\d+)(?:\.(\d+))?(?:\s+"(.*?)")?(\s+\((January|February|March|April|May|June|July|August|September|October|November|December) (\d+(?:st|nd|rd|th)), (\d+)\))?\s*$/

Const checkConnectionMatchmakingId

checkConnectionMatchmakingId: "check" = "check"

Const colorVarRegExp

colorVarRegExp: RegExp = /^\s*var\(--(?:color-)?([\w-]+)\)\s*$/

Const commandManager

commandManager: CommandManager = new CommandManager()

Const concreteTypeMap

concreteTypeMap: Map<number, IConcreteTypeItem> = new Map<number, IConcreteTypeItem>()

Const concreteTypes

concreteTypes: IConcreteTypeItem[] = [{ type: Types.ClientStore, value: ClientStore },{ type: Types.Creature, value: Creature },{ type: Types.DefaultMap, value: DefaultMap },{ type: Types.Doodad, value: Doodad },{ type: Types.DoodadV2, value: Doodad, deprecated: true, legacyRegistrar: true },{ type: Types.Island, value: Island },{ type: Types.Item, value: Item },{ type: Types.MessageManager, value: MessageManager },{ type: Types.NPC, value: { baseClass: NPC, registrar: NPCS } as IConcerteRegistrar },{ type: Types.Player, value: Player },{ type: Types.RandomItem, value: RandomItem },{ type: Types.RandomRange, value: RandomRange },{ type: Types.TileEvent, value: TileEvent },{ type: Types.TimeManager, value: TimeManager },{ type: Types.Vector2, value: Vector2 },{ type: Types.Vector3, value: Vector3 },]

Don't add anything to this list - Spacetech

Const cons

cons: Console = console

Const consecutivePacks

consecutivePacks: undefined | 20 = isFirefox ? undefined : 20

Let corpseDescriptions

Let createdLogs

createdLogs: BaseLog[] | undefined = []

Const creatureCountCanKill

creatureCountCanKill: number = Enums.values(CreatureType).filter(creatureType => !!creatureDescriptions[creatureType]).length

Const creatureCountCanTame

creatureCountCanTame: number = Enums.values(CreatureType).filter(creatureType => !!Creatures[creatureType] && typeof Creatures[creatureType]!.tamingDifficulty === "number").length

Const creatureDescriptions

Const damageTypeToMessage

damageTypeToMessage: Message[] = Array<Message>()

Const debounces

debounces: {}

Type declaration

  • [index: string]: number

Const debugGetDirection

debugGetDirection: false = false

Let defaultBackground

defaultBackground: TerrainTileInfo

Let defaultBackgroundType

defaultBackgroundType: TerrainType

Const defaultServerPort

defaultServerPort: 38740 = 38740

Const defaultSyncChecks

defaultSyncChecks: MultiplayerSyncCheck[] = [MultiplayerSyncCheck.Seed, MultiplayerSyncCheck.Ticks]

Const defaultTimeManager

defaultTimeManager: TimeManager = new TimeManager(0)

Const disallowSortingWhenHovered

disallowSortingWhenHovered: string = Stream.of("button", "input", "textarea", "a").flatMap(c => {c = `${c}:not(.allows-propagation):not(.disabled)`;return [c, `${c} *`];}).toString(",")

Const doodadDescriptions

doodadDescriptions: OptionalDescriptions<DoodadType, IDoodadDescription>

Let electron

electron: IElectron | undefined | never

Const emptyUint8Array

emptyUint8Array: Uint8Array | null = isEdge ? new Uint8Array(0) : null

Const endIndexStrings

endIndexStrings: string[] = ["addDefaultSyncChecks@","executeInternalOrMultiplayer@","process@","processAndSend@","processPacket@",]

Let english

english: Language = new Language("English", false)

Const equipTypeToMessage

equipTypeToMessage: Message[] = Array<Message>()

Const eventBuses

eventBuses: { __computed: any } = {} as any

Type declaration

  • __computed: function
    • __computed(): typeof ActionExecutor
    • __computed(): typeof DoodadManager
    • __computed(): typeof Doodad
    • __computed(): typeof Game
    • __computed(): typeof ItemManager
    • __computed(): typeof LanguageManager
    • __computed(): Player
    • __computed(): typeof ModManager
    • __computed(): typeof Multiplayer
    • __computed(): typeof Player
    • __computed(): typeof SaveManager
    • __computed(): typeof Steamworks
    • __computed(): typeof TileEventManager
    • __computed(): typeof TileEvent
    • __computed(): typeof NewUi
    • Returns typeof ActionExecutor

    • Returns typeof DoodadManager

    • Returns typeof Doodad

    • Returns typeof Game

    • Returns typeof ItemManager

    • Returns typeof LanguageManager

    • Returns Player

    • Returns typeof ModManager

    • Returns typeof Multiplayer

    • Returns typeof Player

    • Returns typeof SaveManager

    • Returns typeof Steamworks

    • Returns typeof TileEventManager

    • Returns typeof TileEvent

    • Returns typeof NewUi

Let finishedLoading

finishedLoading: boolean = false

Const fourPixelOffset

fourPixelOffset: number = getPixelOffset(4)

Const gameMovement

gameMovement: IInputMovement[] = [{moveBind: Direction.East,direction: Direction.East,x: 1,y: 0,},{moveBind: Direction.West,direction: Direction.West,x: -1,y: 0,},{moveBind: Direction.North,direction: Direction.North,x: 0,y: -1,},{moveBind: Direction.South,direction: Direction.South,x: 0,y: 1,},]

Let gameScreen

gameScreen: GameScreen | undefined

Const generalRandom

generalRandom: Random<{ get: any }> = new Random({ get: () => Math.random() })

Const globalChannel

globalChannel: "!!2d666328-0502-4118-8aec-52b5ade5d8d6!!" = "!!2d666328-0502-4118-8aec-52b5ade5d8d6!!"

Const globalHistory

globalHistory: Map<string, string[]> = new Map<string, string[]>()

Const globalHooks

globalHooks: Hook[] = [Hook.OnQueueSoundEffect,]

Let globalTooltipId

globalTooltipId: number = 0

Const hairColorDescriptions

hairColorDescriptions: {} = createColorDescriptions(HairColor)

Type declaration

Const hairstyleDescriptions

Const hostMatchmakingIdentifier

hostMatchmakingIdentifier: "host" = "host"

Const hotKeyNumbers

hotKeyNumbers: Bindable[] = [Bindable.GameContextMenu1,Bindable.GameContextMenu2,Bindable.GameContextMenu3,Bindable.GameContextMenu4,Bindable.GameContextMenu5,Bindable.GameContextMenu6,Bindable.GameContextMenu7,Bindable.GameContextMenu8,Bindable.GameContextMenu9,Bindable.GameContextMenu10,Bindable.GameContextMenu11,Bindable.GameContextMenu12,Bindable.GameContextMenu13,Bindable.GameContextMenu14,Bindable.GameContextMenu15,Bindable.GameContextMenu16,Bindable.GameContextMenu17,Bindable.GameContextMenu18,Bindable.GameContextMenu19,Bindable.GameContextMenu20,Bindable.GameContextMenu21,Bindable.GameContextMenu22,Bindable.GameContextMenu23,Bindable.GameContextMenu24,]

Const inverseSubTileSize

inverseSubTileSize: number = 1 / subTileSize

Const inverseTileSize

inverseTileSize: number = 1 / tileSize

Const itemDescriptions

itemDescriptions: Descriptions<ItemType, IItemDescription> = {} as any

Const itemGroupDescriptions

itemGroupDescriptions: Descriptions<ItemTypeGroup, IItemGroupDescription> = {} as any

Const itemQualitySortOrder

itemQualitySortOrder: {}

Type declaration

  • [index: number]: number

Const key

key: key = IInput.key

Const keyCatchWhitelist

keyCatchWhitelist: string[] = [// autosort"ArrowLeft","ArrowRight","Backquote","Backslash","Backspace","BracketLeft","BracketRight","CapsLock","Comma","Delete","Equal","Minus","Period","Quote","Semicolon","Slash","Space",]

Const languageLetters

languageLetters: "\-_0-9\x41-\x5A\x61-\x7A\xAA\xB5\xBA\xC0-\xD6\xD8-\xF6\xF8-\u02C1\u02C6-\u02D1\u02E0-\u02E4\u02EC\u02EE\u0370-\u0374\u0376\u0377\u037A-\u037D\u0386\u0388-\u038A\u038C\u038E-\u03A1\u03A3-\u03F5\u03F7-\u0481\u048A-\u0527\u0531-\u0556\u0559\u0561-\u0587\u05D0-\u05EA\u05F0-\u05F2\u0620-\u064A\u066E\u066F\u0671-\u06D3\u06D5\u06E5\u06E6\u06EE\u06EF\u06FA-\u06FC\u06FF\u0710\u0712-\u072F\u074D-\u07A5\u07B1\u07CA-\u07EA\u07F4\u07F5\u07FA\u0800-\u0815\u081A\u0824\u0828\u0840-\u0858\u08A0\u08A2-\u08AC\u0904-\u0939\u093D\u0950\u0958-\u0961\u0971-\u0977\u0979-\u097F\u0985-\u098C\u098F\u0990\u0993-\u09A8\u09AA-\u09B0\u09B2\u09B6-\u09B9\u09BD\u09CE\u09DC\u09DD\u09DF-\u09E1\u09F0\u09F1\u0A05-\u0A0A\u0A0F\u0A10\u0A13-\u0A28\u0A2A-\u0A30\u0A32\u0A33\u0A35\u0A36\u0A38\u0A39\u0A59-\u0A5C\u0A5E\u0A72-\u0A74\u0A85-\u0A8D\u0A8F-\u0A91\u0A93-\u0AA8\u0AAA-\u0AB0\u0AB2\u0AB3\u0AB5-\u0AB9\u0ABD\u0AD0\u0AE0\u0AE1\u0B05-\u0B0C\u0B0F\u0B10\u0B13-\u0B28\u0B2A-\u0B30\u0B32\u0B33\u0B35-\u0B39\u0B3D\u0B5C\u0B5D\u0B5F-\u0B61\u0B71\u0B83\u0B85-\u0B8A\u0B8E-\u0B90\u0B92-\u0B95\u0B99\u0B9A\u0B9C\u0B9E\u0B9F\u0BA3\u0BA4\u0BA8-\u0BAA\u0BAE-\u0BB9\u0BD0\u0C05-\u0C0C\u0C0E-\u0C10\u0C12-\u0C28\u0C2A-\u0C33\u0C35-\u0C39\u0C3D\u0C58\u0C59\u0C60\u0C61\u0C85-\u0C8C\u0C8E-\u0C90\u0C92-\u0CA8\u0CAA-\u0CB3\u0CB5-\u0CB9\u0CBD\u0CDE\u0CE0\u0CE1\u0CF1\u0CF2\u0D05-\u0D0C\u0D0E-\u0D10\u0D12-\u0D3A\u0D3D\u0D4E\u0D60\u0D61\u0D7A-\u0D7F\u0D85-\u0D96\u0D9A-\u0DB1\u0DB3-\u0DBB\u0DBD\u0DC0-\u0DC6\u0E01-\u0E30\u0E32\u0E33\u0E40-\u0E46\u0E81\u0E82\u0E84\u0E87\u0E88\u0E8A\u0E8D\u0E94-\u0E97\u0E99-\u0E9F\u0EA1-\u0EA3\u0EA5\u0EA7\u0EAA\u0EAB\u0EAD-\u0EB0\u0EB2\u0EB3\u0EBD\u0EC0-\u0EC4\u0EC6\u0EDC-\u0EDF\u0F00\u0F40-\u0F47\u0F49-\u0F6C\u0F88-\u0F8C\u1000-\u102A\u103F\u1050-\u1055\u105A-\u105D\u1061\u1065\u1066\u106E-\u1070\u1075-\u1081\u108E\u10A0-\u10C5\u10C7\u10CD\u10D0-\u10FA\u10FC-\u1248\u124A-\u124D\u1250-\u1256\u1258\u125A-\u125D\u1260-\u1288\u128A-\u128D\u1290-\u12B0\u12B2-\u12B5\u12B8-\u12BE\u12C0\u12C2-\u12C5\u12C8-\u12D6\u12D8-\u1310\u1312-\u1315\u1318-\u135A\u1380-\u138F\u13A0-\u13F4\u1401-\u166C\u166F-\u167F\u1681-\u169A\u16A0-\u16EA\u1700-\u170C\u170E-\u1711\u1720-\u1731\u1740-\u1751\u1760-\u176C\u176E-\u1770\u1780-\u17B3\u17D7\u17DC\u1820-\u1877\u1880-\u18A8\u18AA\u18B0-\u18F5\u1900-\u191C\u1950-\u196D\u1970-\u1974\u1980-\u19AB\u19C1-\u19C7\u1A00-\u1A16\u1A20-\u1A54\u1AA7\u1B05-\u1B33\u1B45-\u1B4B\u1B83-\u1BA0\u1BAE\u1BAF\u1BBA-\u1BE5\u1C00-\u1C23\u1C4D-\u1C4F\u1C5A-\u1C7D\u1CE9-\u1CEC\u1CEE-\u1CF1\u1CF5\u1CF6\u1D00-\u1DBF\u1E00-\u1F15\u1F18-\u1F1D\u1F20-\u1F45\u1F48-\u1F4D\u1F50-\u1F57\u1F59\u1F5B\u1F5D\u1F5F-\u1F7D\u1F80-\u1FB4\u1FB6-\u1FBC\u1FBE\u1FC2-\u1FC4\u1FC6-\u1FCC\u1FD0-\u1FD3\u1FD6-\u1FDB\u1FE0-\u1FEC\u1FF2-\u1FF4\u1FF6-\u1FFC\u2071\u207F\u2090-\u209C\u2102\u2107\u210A-\u2113\u2115\u2119-\u211D\u2124\u2126\u2128\u212A-\u212D\u212F-\u2139\u213C-\u213F\u2145-\u2149\u214E\u2183\u2184\u2C00-\u2C2E\u2C30-\u2C5E\u2C60-\u2CE4\u2CEB-\u2CEE\u2CF2\u2CF3\u2D00-\u2D25\u2D27\u2D2D\u2D30-\u2D67\u2D6F\u2D80-\u2D96\u2DA0-\u2DA6\u2DA8-\u2DAE\u2DB0-\u2DB6\u2DB8-\u2DBE\u2DC0-\u2DC6\u2DC8-\u2DCE\u2DD0-\u2DD6\u2DD8-\u2DDE\u2E2F\u3005\u3006\u3031-\u3035\u303B\u303C\u3041-\u3096\u309D-\u309F\u30A1-\u30FA\u30FC-\u30FF\u3105-\u312D\u3131-\u318E\u31A0-\u31BA\u31F0-\u31FF\u3400-\u4DB5\u4E00-\u9FCC\uA000-\uA48C\uA4D0-\uA4FD\uA500-\uA60C\uA610-\uA61F\uA62A\uA62B\uA640-\uA66E\uA67F-\uA697\uA6A0-\uA6E5\uA717-\uA71F\uA722-\uA788\uA78B-\uA78E\uA790-\uA793\uA7A0-\uA7AA\uA7F8-\uA801\uA803-\uA805\uA807-\uA80A\uA80C-\uA822\uA840-\uA873\uA882-\uA8B3\uA8F2-\uA8F7\uA8FB\uA90A-\uA925\uA930-\uA946\uA960-\uA97C\uA984-\uA9B2\uA9CF\uAA00-\uAA28\uAA40-\uAA42\uAA44-\uAA4B\uAA60-\uAA76\uAA7A\uAA80-\uAAAF\uAAB1\uAAB5\uAAB6\uAAB9-\uAABD\uAAC0\uAAC2\uAADB-\uAADD\uAAE0-\uAAEA\uAAF2-\uAAF4\uAB01-\uAB06\uAB09-\uAB0E\uAB11-\uAB16\uAB20-\uAB26\uAB28-\uAB2E\uABC0-\uABE2\uAC00-\uD7A3\uD7B0-\uD7C6\uD7CB-\uD7FB\uF900-\uFA6D\uFA70-\uFAD9\uFB00-\uFB06\uFB13-\uFB17\uFB1D\uFB1F-\uFB28\uFB2A-\uFB36\uFB38-\uFB3C\uFB3E\uFB40\uFB41\uFB43\uFB44\uFB46-\uFBB1\uFBD3-\uFD3D\uFD50-\uFD8F\uFD92-\uFDC7\uFDF0-\uFDFB\uFE70-\uFE74\uFE76-\uFEFC\uFF21-\uFF3A\uFF41-\uFF5A\uFF66-\uFFBE\uFFC2-\uFFC7\uFFCA-\uFFCF\uFFD2-\uFFD7\uFFDA-\uFFDC" = "\-_0-9\x41-\x5A\x61-\x7A\xAA\xB5\xBA\xC0-\xD6\xD8-\xF6\xF8-\u02C1\u02C6-\u02D1\u02E0-\u02E4\u02EC\u02EE\u0370-\u0374\u0376\u0377\u037A-\u037D\u0386\u0388-\u038A\u038C\u038E-\u03A1\u03A3-\u03F5\u03F7-\u0481\u048A-\u0527\u0531-\u0556\u0559\u0561-\u0587\u05D0-\u05EA\u05F0-\u05F2\u0620-\u064A\u066E\u066F\u0671-\u06D3\u06D5\u06E5\u06E6\u06EE\u06EF\u06FA-\u06FC\u06FF\u0710\u0712-\u072F\u074D-\u07A5\u07B1\u07CA-\u07EA\u07F4\u07F5\u07FA\u0800-\u0815\u081A\u0824\u0828\u0840-\u0858\u08A0\u08A2-\u08AC\u0904-\u0939\u093D\u0950\u0958-\u0961\u0971-\u0977\u0979-\u097F\u0985-\u098C\u098F\u0990\u0993-\u09A8\u09AA-\u09B0\u09B2\u09B6-\u09B9\u09BD\u09CE\u09DC\u09DD\u09DF-\u09E1\u09F0\u09F1\u0A05-\u0A0A\u0A0F\u0A10\u0A13-\u0A28\u0A2A-\u0A30\u0A32\u0A33\u0A35\u0A36\u0A38\u0A39\u0A59-\u0A5C\u0A5E\u0A72-\u0A74\u0A85-\u0A8D\u0A8F-\u0A91\u0A93-\u0AA8\u0AAA-\u0AB0\u0AB2\u0AB3\u0AB5-\u0AB9\u0ABD\u0AD0\u0AE0\u0AE1\u0B05-\u0B0C\u0B0F\u0B10\u0B13-\u0B28\u0B2A-\u0B30\u0B32\u0B33\u0B35-\u0B39\u0B3D\u0B5C\u0B5D\u0B5F-\u0B61\u0B71\u0B83\u0B85-\u0B8A\u0B8E-\u0B90\u0B92-\u0B95\u0B99\u0B9A\u0B9C\u0B9E\u0B9F\u0BA3\u0BA4\u0BA8-\u0BAA\u0BAE-\u0BB9\u0BD0\u0C05-\u0C0C\u0C0E-\u0C10\u0C12-\u0C28\u0C2A-\u0C33\u0C35-\u0C39\u0C3D\u0C58\u0C59\u0C60\u0C61\u0C85-\u0C8C\u0C8E-\u0C90\u0C92-\u0CA8\u0CAA-\u0CB3\u0CB5-\u0CB9\u0CBD\u0CDE\u0CE0\u0CE1\u0CF1\u0CF2\u0D05-\u0D0C\u0D0E-\u0D10\u0D12-\u0D3A\u0D3D\u0D4E\u0D60\u0D61\u0D7A-\u0D7F\u0D85-\u0D96\u0D9A-\u0DB1\u0DB3-\u0DBB\u0DBD\u0DC0-\u0DC6\u0E01-\u0E30\u0E32\u0E33\u0E40-\u0E46\u0E81\u0E82\u0E84\u0E87\u0E88\u0E8A\u0E8D\u0E94-\u0E97\u0E99-\u0E9F\u0EA1-\u0EA3\u0EA5\u0EA7\u0EAA\u0EAB\u0EAD-\u0EB0\u0EB2\u0EB3\u0EBD\u0EC0-\u0EC4\u0EC6\u0EDC-\u0EDF\u0F00\u0F40-\u0F47\u0F49-\u0F6C\u0F88-\u0F8C\u1000-\u102A\u103F\u1050-\u1055\u105A-\u105D\u1061\u1065\u1066\u106E-\u1070\u1075-\u1081\u108E\u10A0-\u10C5\u10C7\u10CD\u10D0-\u10FA\u10FC-\u1248\u124A-\u124D\u1250-\u1256\u1258\u125A-\u125D\u1260-\u1288\u128A-\u128D\u1290-\u12B0\u12B2-\u12B5\u12B8-\u12BE\u12C0\u12C2-\u12C5\u12C8-\u12D6\u12D8-\u1310\u1312-\u1315\u1318-\u135A\u1380-\u138F\u13A0-\u13F4\u1401-\u166C\u166F-\u167F\u1681-\u169A\u16A0-\u16EA\u1700-\u170C\u170E-\u1711\u1720-\u1731\u1740-\u1751\u1760-\u176C\u176E-\u1770\u1780-\u17B3\u17D7\u17DC\u1820-\u1877\u1880-\u18A8\u18AA\u18B0-\u18F5\u1900-\u191C\u1950-\u196D\u1970-\u1974\u1980-\u19AB\u19C1-\u19C7\u1A00-\u1A16\u1A20-\u1A54\u1AA7\u1B05-\u1B33\u1B45-\u1B4B\u1B83-\u1BA0\u1BAE\u1BAF\u1BBA-\u1BE5\u1C00-\u1C23\u1C4D-\u1C4F\u1C5A-\u1C7D\u1CE9-\u1CEC\u1CEE-\u1CF1\u1CF5\u1CF6\u1D00-\u1DBF\u1E00-\u1F15\u1F18-\u1F1D\u1F20-\u1F45\u1F48-\u1F4D\u1F50-\u1F57\u1F59\u1F5B\u1F5D\u1F5F-\u1F7D\u1F80-\u1FB4\u1FB6-\u1FBC\u1FBE\u1FC2-\u1FC4\u1FC6-\u1FCC\u1FD0-\u1FD3\u1FD6-\u1FDB\u1FE0-\u1FEC\u1FF2-\u1FF4\u1FF6-\u1FFC\u2071\u207F\u2090-\u209C\u2102\u2107\u210A-\u2113\u2115\u2119-\u211D\u2124\u2126\u2128\u212A-\u212D\u212F-\u2139\u213C-\u213F\u2145-\u2149\u214E\u2183\u2184\u2C00-\u2C2E\u2C30-\u2C5E\u2C60-\u2CE4\u2CEB-\u2CEE\u2CF2\u2CF3\u2D00-\u2D25\u2D27\u2D2D\u2D30-\u2D67\u2D6F\u2D80-\u2D96\u2DA0-\u2DA6\u2DA8-\u2DAE\u2DB0-\u2DB6\u2DB8-\u2DBE\u2DC0-\u2DC6\u2DC8-\u2DCE\u2DD0-\u2DD6\u2DD8-\u2DDE\u2E2F\u3005\u3006\u3031-\u3035\u303B\u303C\u3041-\u3096\u309D-\u309F\u30A1-\u30FA\u30FC-\u30FF\u3105-\u312D\u3131-\u318E\u31A0-\u31BA\u31F0-\u31FF\u3400-\u4DB5\u4E00-\u9FCC\uA000-\uA48C\uA4D0-\uA4FD\uA500-\uA60C\uA610-\uA61F\uA62A\uA62B\uA640-\uA66E\uA67F-\uA697\uA6A0-\uA6E5\uA717-\uA71F\uA722-\uA788\uA78B-\uA78E\uA790-\uA793\uA7A0-\uA7AA\uA7F8-\uA801\uA803-\uA805\uA807-\uA80A\uA80C-\uA822\uA840-\uA873\uA882-\uA8B3\uA8F2-\uA8F7\uA8FB\uA90A-\uA925\uA930-\uA946\uA960-\uA97C\uA984-\uA9B2\uA9CF\uAA00-\uAA28\uAA40-\uAA42\uAA44-\uAA4B\uAA60-\uAA76\uAA7A\uAA80-\uAAAF\uAAB1\uAAB5\uAAB6\uAAB9-\uAABD\uAAC0\uAAC2\uAADB-\uAADD\uAAE0-\uAAEA\uAAF2-\uAAF4\uAB01-\uAB06\uAB09-\uAB0E\uAB11-\uAB16\uAB20-\uAB26\uAB28-\uAB2E\uABC0-\uABE2\uAC00-\uD7A3\uD7B0-\uD7C6\uD7CB-\uD7FB\uF900-\uFA6D\uFA70-\uFAD9\uFB00-\uFB06\uFB13-\uFB17\uFB1D\uFB1F-\uFB28\uFB2A-\uFB36\uFB38-\uFB3C\uFB3E\uFB40\uFB41\uFB43\uFB44\uFB46-\uFBB1\uFBD3-\uFD3D\uFD50-\uFD8F\uFD92-\uFDC7\uFDF0-\uFDFB\uFE70-\uFE74\uFE76-\uFEFC\uFF21-\uFF3A\uFF41-\uFF5A\uFF66-\uFFBE\uFFC2-\uFFC7\uFFCA-\uFFCF\uFFD2-\uFFD7\uFFDA-\uFFDC"

Const laughter

laughter: LaughDefinition[] = ["lmao","rofl","lmfao",{ repeatable: "lo", suffix: "l" }, // lol, lolololol{ repeatable: "ha" }, // hahahaha{ repeatable: "he" }, // hehehehe{ repeatable: "ho" }, // hohohoho{ repeatable: "hee" }, // heeheehee{ repeatable: "w" }, // wwwwwwww{ prefix: "ba", repeatable: "ha", min: 2 }, // bahahahaha{ prefix: "mua", repeatable: "ha", min: 2 }, // muahahaha{ prefix: "o", repeatable: "ho", min: 2 }, // ohohoho{ prefix: "p", repeatable: "f", suffix: "t" }, // pfffft]

Const lobbyDedicatedMatchmakingIdDataName

lobbyDedicatedMatchmakingIdDataName: "mmi" = "mmi"

Const lobbySteamRelayEnabledDataName

lobbySteamRelayEnabledDataName: "sre" = "sre"

Const log

log: Log = new Log(LogSource.Audio)

Const logClients

logClients: Log = new Log(LogSource.Game, LogSource.ClientMessage)

Const logMatchmaking

logMatchmaking: Log = new Log(LogSource.Matchmaking)

Const logSerializer

logSerializer: Log = new Log(LogSource.Serializer)

Const lootGroup

lootGroup: (undefined | ItemType[])[] = Array<ItemType[] | undefined>()

Const map

map: Direction[] = [Direction.North, Direction.East, Direction.South, Direction.West]

Const matchInvalidPathLettersUnix

matchInvalidPathLettersUnix: RegExp = new RegExp("[\/]", "g")

Const matchInvalidPathLettersWindows

matchInvalidPathLettersWindows: RegExp = new RegExp("[\<\>\:\"\/\\\|\?\*]", "g")

Const matchLanguageLetters

matchLanguageLetters: RegExp = new RegExp(`[${languageLetters}]`, "g")

Const matchNotLanguageLetters

matchNotLanguageLetters: RegExp = new RegExp(`[^${languageLetters}]`, "g")

Const maxFileSize

maxFileSize: number = 5 * 1048576

Const maxHistory

maxHistory: 50 = 50

Const maxLogFiles

maxLogFiles: 10 = 10

Const maxPlayers

maxPlayers: 32 = 32

Const mouse

mouse: mouseButton = IInput.mouseButton

Const movementIntents

movementIntents: (undefined | None | East | North | West | South | "idle")[] = [...Direction.DIRECTIONS, "idle"].sort() as MovementIntent[]

Const musicDescriptions

Const negativeFivePixelOffset

negativeFivePixelOffset: number = getPixelOffset(-5)

Const newui

newui: NewUi = new NewUi()

Const nullLog

nullLog: NullLog = new NullLog()

Const overlayDescriptions

Const packetTickRate

packetTickRate: 10 = 10

Const programs

programs: {}

Type declaration

Let propertiesToSerialize

propertiesToSerialize: ISerializeProperty[] = [// classes{key: "game",property: ["game"],},{key: "player",property: ["localPlayer"],shouldSerialize: () => players.length <= 1,},{key: "players",property: ["players"],shouldSerialize: () => players.length > 1,},{key: "absentPlayers",property: ["absentPlayers"],},{key: "ui",property: ["ui"],},{key: "world",property: ["world"],skipCompression: true,savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "gameMapSize",property: ["game", "mapSize"],},{key: "gameSlotName",property: ["saveData", "gameSlotName"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "gameState",property: ["saveData", "gameState"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "gameBaseSeed",property: ["saveData", "gameBaseSeed"],},{key: "gameCreationTime",property: ["saveData", "gameCreationTime"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "saveManagerOriginalVersion",property: ["saveData", "saveManagerOriginalVersion"],},{key: "gameThumbnail",property: ["saveData", "gameThumbnail"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "gameBuildTime",property: ["saveData", "gameBuildTime"],},{key: "saveTime",property: ["saveData", "saveManagerSaveTime"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "saveManagerTicks",property: ["saveData", "saveManagerTicks"],},{key: "saveManagerScore",property: ["saveData", "saveManagerScore"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "saveManagerDifficulty",property: ["saveData", "saveManagerDifficulty"],},{key: "saveManagerOptions",property: ["saveData", "saveManagerOptions"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "saveManagerDeathBy",property: ["saveData", "saveManagerDeathBy"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "modsSaveData",property: ["saveData", "modManagerSaveData"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "modsUnloadable",property: ["saveData", "modManagerUnloadable"],},{key: "allocatedEnums",property: ["saveData", "utilitiesEnumsAllocated"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "newui",property: ["saveData", "newui"],},{key: "clientStore",property: ["saveData", "clientStore"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},{key: "multiplayerState",property: ["saveData", "multiplayerState"],},{key: "multiplayerMessageOfTheDay",property: ["saveData", "multiplayerMessageOfTheDay"],savePropertyFlag: SavePropertyFlag.ExcludeFromGameStateJson,},]

Let propertiesToSerializeGlobal

propertiesToSerializeGlobal: ISerializeProperty[] = [{key: "lastPlayedVersion",property: ["saveDataGlobal", "gameLastPlayedVersion"],},{key: "gamesPlayed",property: ["saveDataGlobal", "gamePlayedCount"],},{key: "crafted",property: ["saveDataGlobal", "gameCrafted"],},{key: "highscores",property: ["saveDataGlobal", "gameHighscores"],},{key: "options",property: ["saveDataGlobal", "options"],},{key: "milestoneData",property: ["saveDataGlobal", "playerMilestoneData"],},{key: "modState",property: ["saveDataGlobal", "modManagerModState"],},{key: "modsSaveDataGlobal",property: ["saveDataGlobal", "modManagerSaveData"],},{key: "languagesSaveData",property: ["saveDataGlobal", "languageManagerSaveData"],},{key: "savedDialogInfo",property: ["saveDataGlobal", "savedDialogInfo"],},{key: "multiplayerBannedPlayers",property: ["saveDataGlobal", "multiplayerBannedPlayers"],},{key: "multiplayerPreviousGames",property: ["saveDataGlobal", "multiplayerPreviousGames"],},{key: "multiplayerMessageOfTheDay",property: ["saveDataGlobal", "multiplayerMessageOfTheDay"],},{key: "characters",property: ["saveDataGlobal", "characters"],},{key: "allocatedEnums",property: ["saveDataGlobal", "utilitiesEnumsAllocated"],},{key: "newui",property: ["saveDataGlobal", "newui"],},{key: "lastServerJoined",property: ["saveDataGlobal", "lastServerJoined"],},]

Const randomMilestoneModifiers

randomMilestoneModifiers: Random<SeededGenerator> = new Random(new SeededGenerator())

Const recipeLevelToMessage

recipeLevelToMessage: Message[] = Array<Message>()

Const registrar

registrar: Registrar<INPCClass> = new Registrar<INPCClass>()

Const relativeTime

relativeTime: RelativeTimeFormat = new Intl.RelativeTimeFormat("en")

Const rendererLog

rendererLog: Log = new Log(LogSource.Renderer)

Const requireJs

requireJs: IRequire | undefined = typeof (requirejs) !== "undefined" ? requirejs : undefined

Const reservedBytes

reservedBytes: 5 = 5

Const resource

resource: OptionalDescriptions<TerrainType, ITerrainLoot>

Let resourceMap

resourceMap: {} | undefined

Const saveDataVersionUnknown

saveDataVersionUnknown: "Unknown" = "Unknown"

Const scroll

scroll: scroll = IInput.scroll

Const seededRandom

seededRandom: Random<SeededGenerator> = new Random(new SeededGenerator())

Const serializerRandomValueGenerator

serializerRandomValueGenerator: IAbstractClassSerializer<RandomValueGenerator<any>, { random: RandomInstance; value: any }> = createAbstractSerializer({serialize(instance: RandomValueGenerator<any>) {return {value: instance.value,random: instance.random!,};},deserialize({ value, random }: { value: any; random: RandomInstance }, into: RandomValueGenerator<any>) {into.random = random;into.value = value;return into;},})

Let server

server: SshServer | undefined

Const serverDirectory

serverDirectory: ServerDirectory = new ServerDirectory()

Const setupBookItems

setupBookItems: ItemType[] = [ItemType.GildedRedBook, ItemType.MossCoveredBook, ItemType.OrnateBlueBook, ItemType.Journal]

Const setupMiscItems

setupMiscItems: ItemType[] = [ItemType.WoodenMortarAndPestle, ItemType.Bandage, ItemType.Waterskin, ItemType.GlassBottle, ItemType.ClayJug, ItemType.FishingRod, ItemType.BarkTorch, ItemType.Bow, ItemType.CordedSling, ItemType.SmallBag]

Const setupSpawnItems

setupSpawnItems: ItemType[] = [ItemType.Raspberries, ItemType.ButtonMushrooms, ItemType.StrippedBark, ItemType.Branch, ItemType.LargeRock, ItemType.TreeBark, ItemType.String, ItemType.Twigs, ItemType.LargeRock, ItemType.Bone, ItemType.AnimalSkull, ItemType.Shale, ItemType.PlantRoots, ItemType.SharpRock, ItemType.SheafOfHay, ItemType.AnimalClaw, ItemType.MilkThistleSeeds, ItemType.CottonSeeds, ItemType.BeggartickSeeds, ItemType.ChiveSeeds, ItemType.PotatoSeeds]

Const setupToolItems

setupToolItems: ItemType[] = [ItemType.StoneAxe, ItemType.StoneKnife, ItemType.StoneShovel, ItemType.StonePickaxe, ItemType.StoneHoe, ItemType.StoneHammer, ItemType.StonePickaxe]

Const setupWaterItems

setupWaterItems: ItemType[] = [ItemType.GlassBottleOfUnpurifiedFreshWater, ItemType.GlassBottleOfPurifiedFreshWater, ItemType.GlassBottleOfDesalinatedWater, ItemType.WaterskinOfUnpurifiedFreshWater, ItemType.WaterskinOfPurifiedFreshWater, ItemType.WaterskinOfDesalinatedWater, ItemType.ClayJugOfUnpurifiedFreshWater, ItemType.ClayJugOfPurifiedFreshWater, ItemType.ClayJugOfDesalinatedWater]

Const skill

skill: Camping = SkillType.Camping

Const skillDescriptions

Const skinColorDescriptions

skinColorDescriptions: {} = createColorDescriptions(SkinColor)

Type declaration

Const sourceColors

sourceColors: string[] = ["color:lightskyblue","color:plum","color:lightgreen",]

Const specialThanks

specialThanks: IPerson[] = [{firstName: "Richard",nickname: "Orillian",lastName: "Hobson",},{firstName: "Vlad",nickname: "vlsd",lastName: "Seghete",},{firstName: "Unstoppable Carl",lastName: "Olsen",},{firstName: "Justin",nickname: "boxofrox",lastName: "Charette",},{firstName: "Frank",lastName: "Orechio",},{firstName: "Drachlen",},{firstName: "Joshua",nickname: "jday",lastName: "Day",},{firstName: "Oddmund",nickname: "oddmunds",lastName: "Strømme",},]

Const statColors

statColors: IStatColorLookup = []

Const statDisplayDescriptions

Const steamLobbyPrefix

steamLobbyPrefix: "steam:" = "steam:"

Const stillContainerOrder

stillContainerOrder: {}

Type declaration

  • [index: number]: number

Const subTileSize

subTileSize: number = tileSize / 2

Const suppressions

suppressions: any[] = []

An array of 'stats' that were attempted to be retrieved and resulted in an error. We store this so it doesn't spam the console. This code is bad but I can't think of a better way to do it

Const teamMembers

teamMembers: ITeamMember[] = [{firstName: "Vaughn",lastName: "Royko",nickname: "Drathy",fileName: "drathy",responsibilities: [Responsibility.Programming,Responsibility.Design,Responsibility.Web,Responsibility.PR,],isCurrentMember: true,links: [[Website.Personal, "http://vaughnroyko.com/"],[Website.Twitter, "VaughnRoyko"],[Website.GitHubUser, "VaughnRoyko"],],},{firstName: "Gary",lastName: "Wilber",nickname: "Spacetech",fileName: "spacetech",responsibilities: [Responsibility.Programming,],isCurrentMember: true,links: [[Website.Personal, "https://garywilber.com/"],[Website.GitHubUser, "Spacetech"],],},{firstName: "Dusty",lastName: "Melling",nickname: "Goaticide",fileName: "goaticide",responsibilities: [Responsibility.Art,Responsibility.Design,],isCurrentMember: true,links: [[Website.Personal, "http://www.dustymelling.com/"],],},{firstName: "Mackenzie",lastName: "McClane",nickname: "Chiri",fileName: "yuudaari",responsibilities: [Responsibility.Programming,Responsibility.UX,],isCurrentMember: true,links: [[Website.GitHubUser, "yuudaari"],[Website.Twitter, "ChiriCuddles"],],},{firstName: "Austin",lastName: "Dhillon",fileName: "austin",responsibilities: [Responsibility.Music,],isCurrentMember: true,},{firstName: "Frank",lastName: "Sasto",nickname: "Sassafrass",responsibilities: [Responsibility.Programming,],},]

Const tempTypes

tempTypes: ReadonlyArray<Cold | Heat> = Enums.values(TempType)

Const templates

templates: {}

Type declaration

Const terrainDescriptions

terrainDescriptions: OptionalDescriptions<TerrainType, ITerrainDescription>

Const tileGroups

tileGroups: TerrainType[][] = Array<TerrainType[]>()

Const tileSize

tileSize: 16 = 16

Const tileUpdateLog

tileUpdateLog: Log = new Log(LogSource.TileUpdate)

Const timeManager

timeManager: TimeManager = new TimeManager(0)

Const tooltips

tooltips: {}

Type declaration

  • [index: number]: ITooltip

Const tooltipsMap

tooltipsMap: {}

Type declaration

  • [index: string]: number

Const trello

trello: Trello = new Trello()

Const waywardBoard

waywardBoard: "PWX1Hpjn" = "PWX1Hpjn"

Const x

The following is a check to make sure that all the requirements have a class. The following is a check to make sure that all the outputs have a class. The following code is for compile-time typechecking to make sure all Dictionarys have a corresponding enum. The reason we don't just make the dictionaries variable have the Descriptions type is so that users of that variable can know the exact type of each dictionary. The following is a check to make sure that:

  1. All the indexed emitters have an entry.
  2. All provided emitters are actually an emitter host.

Const π

π: number = Math.PI

Const τ

τ: number = Math.PI * 2

Functions

EventHandler

EventSubscriber

  • EventSubscriber<S>(constructor: S): S
  • Marks that this class, whenever instantiated, should be an event subscriber. Note: This decorator should only be used on classes with instances that will always need to be subscribed. IE don't use this on UI stuff. Mods should never need this. Note: This is incompatible with @Bind decorators.

    Type parameters

    Parameters

    • constructor: S

    Returns S

HookMethod

  • HookMethod(priority: number): <K>(hook: IHookHost, property: K, descriptor: TypedPropertyDescriptor<Exclude<IHookHost[K], undefined>>) => void
  • HookMethod<K>(host: IHookHost, property: K, descriptor: TypedPropertyDescriptor<Exclude<IHookHost[K], undefined>>): void
  • A decorator for registering a hook method on an IHookHost.

    Parameters

    • priority: number

      The priority of this hook method. Defaults to HookPriority.Normal

      Example Usage:

      @HookMethod(HookPriority.High)
      public onGameStart(isLoadingSave: boolean) {
          console.log("hello world!");
      }

    Returns <K>(hook: IHookHost, property: K, descriptor: TypedPropertyDescriptor<Exclude<IHookHost[K], undefined>>) => void

      • <K>(hook: IHookHost, property: K, descriptor: TypedPropertyDescriptor<Exclude<IHookHost[K], undefined>>): void
      • Type parameters

        Parameters

        • hook: IHookHost
        • property: K
        • descriptor: TypedPropertyDescriptor<Exclude<IHookHost[K], undefined>>

        Returns void

  • A decorator for registering a hook method on a IHookHost. Uses HookPriority.Normal

    Example Usage:

    @HookMethod
    public onGameStart(isLoadingSave: boolean) {
        console.log("hello world!");
    }

    Type parameters

    Parameters

    • host: IHookHost
    • property: K
    • descriptor: TypedPropertyDescriptor<Exclude<IHookHost[K], undefined>>

    Returns void

Inject

  • Type parameters

    • T: {}

    • K: keyof T

    Parameters

    Returns (Anonymous function)

Instantiate

  • Instantiate<T>(instantiator: () => T, globalVariable?: undefined | string): (constructor: InstantiatedClass<T>) => void
  • Instantiate<T>(globalVariable?: undefined | string): (constructor: NullaryInstantiatedClass<T>) => void

InternalNetworkProperty

  • Parameters

    Returns PropertyDecorator

JITDeserializeAllProperties

  • JITDeserializeAllProperties(): ClassDecorator
  • Returns ClassDecorator

NetworkProperty

  • Parameters

    Returns PropertyDecorator

OptionalNetworkProperty

  • Parameters

    Returns PropertyDecorator

OwnEventHandler

RecipeComponent

  • Parameters

    • type: ItemType | ItemTypeGroup
    • requiredAmount: number
    • consumedAmount: number
    • Default value disassembleAmount: number = 0
    • Default value ignoreWeight: boolean = false

    Returns IRecipeComponent

Save

  • Used to mark a field to be saved to either saveData or saveDataGlobal. Used in conjunction with IGameScreenApi.registerDataHost(<id>, <the instance that contains fields marked with this decorator>)

    Parameters

    Returns any

SaveAllProperties

  • SaveAllProperties(): ClassDecorator
  • Returns ClassDecorator

SaveProperty

  • Parameters

    Returns PropertyDecorator

Const _saveData

  • Returns SaveData

addDecoration

  • Parameters

    Returns (Anonymous function)

addRecipe

  • addRecipe(initializer: (recipe: Recipe) => any): void
  • Parameters

    • initializer: (recipe: Recipe) => any
        • Parameters

          Returns any

    Returns void

addToGroups

  • Parameters

    Returns void

addWeightOrStaminaMovementPenalty

  • addWeightOrStaminaMovementPenalty(player: Player): void
  • Parameters

    Returns void

anyOf

  • anyOf<A>(...actions: A): A
  • Type parameters

    Parameters

    • Rest ...actions: A

    Returns A

backupCommand

  • backupCommand(): void
  • Returns void

banCommand

  • banCommand(player: Player, args: string): void
  • Parameters

    Returns void

bannedCommand

  • bannedCommand(player: Player, args: string): void
  • Parameters

    Returns void

baseWaterTypesMatch

  • baseWaterTypesMatch(baseWaterType: TerrainType, comparisonBaseWaterType: TerrainType): boolean
  • Parameters

    • baseWaterType: TerrainType
    • comparisonBaseWaterType: TerrainType

    Returns boolean

blockMove

  • Parameters

    Returns void

burnsLike

  • Parameters

    Returns void

cancelEvent

  • cancelEvent(evt: KeyboardEvent): boolean
  • Parameters

    • evt: KeyboardEvent

    Returns boolean

centuries

  • centuries(a: number): number
  • Parameters

    • a: number

    Returns number

check

  • This milestone will be granted when an amount of conditions happen simultaneously. For example, this could be used to check for a skill level.

    Parameters

    • amount: number
    • Default value visibility: MilestoneVisibility = MilestoneVisibility.Visible

      Whether the milestone is completely visible, has its name hidden, or has its required amt hidden. Defaults to Visible

    • Default value gameModeLock: GameMode[] = [GameMode.Hardcore]

      What game modes this milestone can be unlocked in. Defaults to [Hardcore]

    Returns IMilestone

clamp

  • clamp(n: number): number
  • Used to guarantee the result of Color is valid.

    Parameters

    • n: number

    Returns number

clearFinishedLoading

  • clearFinishedLoading(): void
  • Returns void

colorize

compileShader

  • compileShader(gl: WebGL2RenderingContext, src: string, type: number): WebGLShader
  • Parameters

    • gl: WebGL2RenderingContext
    • src: string
    • type: number

    Returns WebGLShader

compileShaders

  • compileShaders(): void
  • Returns void

consumeItemType

convertRateModifierActualToRange

  • convertRateModifierActualToRange(actual: number): number
  • Parameters

    • actual: number

    Returns number

convertRateModifierRangeToActual

  • convertRateModifierRangeToActual(range: number): number
  • Parameters

    • range: number

    Returns number

convertStringToSeed

  • convertStringToSeed(seed: string | number): number
  • Converts string or number into a map gen seed Prevents negative numbers and integer overflows

    Parameters

    • seed: string | number

    Returns number

counter

  • This milestone type requires a number of entries, each of which must be distinct. For example, this could be used to check if the player has tamed every single creature type.

    Parameters

    • amount: number
    • Default value visibility: MilestoneVisibility = MilestoneVisibility.Visible

      Whether the milestone is completely visible, has its name hidden, or has its required amt hidden. Defaults to Visible

    • Default value gameModeLock: GameMode[] = [GameMode.Hardcore]

      What game modes this milestone can be unlocked in. Defaults to [Hardcore]

    Returns IMilestone

createAbstractSerializer

createColorDescriptions

  • createColorDescriptions(e: any): {}
  • Parameters

    • e: any

    Returns {}

createMessageSourceId

  • createMessageSourceId(sources: Array<Source | false | undefined>): ("Reputation" | "All" | "Action" | "Allies" | "Chat" | "Combat" | "Command" | "Creature" | "Equipment" | "Game" | "Item" | "Meta" | "Milestone" | "Multiplayer" | "Resource" | "Skill" | "Wellbeing" | "Stat" | "Events")[]
  • Parameters

    Returns ("Reputation" | "All" | "Action" | "Allies" | "Chat" | "Combat" | "Command" | "Creature" | "Equipment" | "Game" | "Item" | "Meta" | "Milestone" | "Multiplayer" | "Resource" | "Skill" | "Wellbeing" | "Stat" | "Events")[]

customizationsEqual

  • Parameters

    Returns boolean

days

  • days(a: number): number
  • Parameters

    • a: number

    Returns number

debounce

  • debounce(id: string, callback: () => void, timeout: number): void
  • Parameters

    • id: string
    • callback: () => void
        • (): void
        • Returns void

    • timeout: number

    Returns void

decades

  • decades(a: number): number
  • Parameters

    • a: number

    Returns number

deepMergeValue

  • deepMergeValue(a: unknown, b: unknown): any
  • Parameters

    • a: unknown
    • b: unknown

    Returns any

default

  • Parameters

    • i: number
    • len: number
    • pos: IVector2
    • lastPos: IVector2
    • nextPos: IVector2 | undefined
    • isPreviewPath: boolean | undefined

    Returns IOverlayInfo

  • Type parameters

    • T: string | number

    Returns ISorter<T, T>

  • Type parameters

    • T

    • R

    • A: any[]

    Parameters

    • Optional mapper: EntryMapper<T, R, A>
    • Rest ...args: A

    Returns ISorter<T, R>

dissassemblyBurn

  • Parameters

    Returns void

doublePress

  • Parameters

    Returns IInput[]

forVectorsInRangeInternal

  • Parameters

    Returns void

fullDamageType

  • Damage types are bit flags, so multiple can be stored in one DamageType. This method returns a translated list of damage types.

    Parameters

    Returns Translation

generate

generateDictionarySchema

generateEmptyTempCache

  • generateEmptyTempCache(fill: number): {}
  • Parameters

    • fill: number

    Returns {}

generateRandomCharacter

  • Returns ICharacter

generateRandomCustomization

  • Returns ICustomizations

generateSchema

  • generateSchema(): { additionalProperties: boolean; allOf: ({ anyOf: { required: string[] }[] } | { oneOf: { required: string[] }[] })[]; description: string; title: string; type: string; dependencies: object; properties: object }
  • Returns { additionalProperties: boolean; allOf: ({ anyOf: { required: string[] }[] } | { oneOf: { required: string[] }[] })[]; description: string; title: string; type: string; dependencies: object; properties: object }

    • additionalProperties: boolean
    • allOf: ({ anyOf: { required: string[] }[] } | { oneOf: { required: string[] }[] })[]
    • description: string
    • title: string
    • type: string
    • dependencies: object
      • alternateFontStyle: string[]
    • properties: object
      • alternateFontStyle: object
        • description: string
        • enum: boolean[]
      • dictionaries: object
      • extends: object
        • description: string
        • type: string
      • name: object
        • description: string
        • type: string
      • pluralizationRules: object
        • additionalProperties: boolean
        • description: string
        • type: string
        • properties: object
          • articleRules: object
            • description: string
            • minItems: number
            • type: string
            • items: object
              • items: ({ anyOf: ({ type: string } | { required: string[]; type: string; properties: object })[] } | { type: string })[]
              • type: string
          • irregularRules: object
            • description: string
            • minItems: number
            • type: string
            • items: object
              • items: { type: string }[]
              • type: string
          • pluralRules: object
            • description: string
            • type: string
            • additionalProperties: object
              • type: string
          • singularRules: object
            • description: string
            • type: string
            • additionalProperties: object
              • type: string
          • uncountables: object
            • description: string
            • minItems: number
            • type: string
            • items: object
              • type: string

generateWorld

  • generateWorld(generateNewWorld: boolean, newWorldBiomeTypeOverride?: BiomeType): Promise<unknown>
  • Parameters

    • generateNewWorld: boolean
    • Optional newWorldBiomeTypeOverride: BiomeType

    Returns Promise<unknown>

getArgumentType

getCartographyDirection

getCartographyDistance

  • Parameters

    • skill: number
    • distance: number

    Returns Translation | Message

getCleanStackTrace

  • getCleanStackTrace(): string
  • Returns string

getColorDescription

getCommandEntryTranslation

  • Parameters

    • __namedParameters: [string, Command]

    Returns Translation

getDecorations

getDefaultMultiplayerOptions

getDictionaryId

  • getDictionaryId(dictionaryName: string): Dictionary
  • Parameters

    • dictionaryName: string

    Returns Dictionary

getDirectionFromAngle

  • Returns a direction from its angle in radians. (Value between 0 and τ)

    Parameters

    • radians: number

    Returns East | North | West | South

getDirectionFromMovement

  • Parameters

    • x: number
    • y: number

    Returns East | North | West | South

getDirectionHeldOnAxis

  • Gets which direction is held on a given axis, or undefined if no direction (or both) are held.

    Parameters

    Returns Direction

getDirectionsFromAngle

  • Returns one or two directions from its angle in radians. (Value between 0 and τ)

    The cardinal directions each have 60°, while the ordinal directions have 30°

    Parameters

    • radians: number

    Returns HeldDirections

getEffectTooltip

  • getEffectTooltip(effect: StatusType): (Anonymous function)
  • Parameters

    Returns (Anonymous function)

getEfficacy

  • Parameters

    Returns Translation

getEntryId

  • getEntryId(dictionaryName: string, entryName: string): string | number
  • Parameters

    • dictionaryName: string
    • entryName: string

    Returns string | number

getHeldDirections

  • Returns the currently held directions.

    Parameters

    Returns [Direction, Direction]

getHoursAndMinutes

  • getHoursAndMinutes(time: number): { hour: number; minute: number }
  • Parameters

    • time: number

    Returns { hour: number; minute: number }

    • hour: number
    • minute: number

getItemQuantity

  • Parameters

    Returns number

getManhattanDistance

  • Parameters

    Returns number

getMatchValue

  • getMatchValue(search: string[], terms: string[]): number
  • Parameters

    • search: string[]
    • terms: string[]

    Returns number

getMultiplierChallengeValue

  • getMultiplierChallengeValue(multiplier: number, value?: number): number
  • Parameters

    • multiplier: number
    • Default value value: number = 25

    Returns number

getNoteBodyTranslation

  • getNoteBodyTranslation(noteId: () => number): (Anonymous function)
  • Parameters

    • noteId: () => number
        • (): number
        • Returns number

    Returns (Anonymous function)

getNoteTimeTranslation

  • getNoteTimeTranslation(noteId: () => number): (Anonymous function)
  • Parameters

    • noteId: () => number
        • (): number
        • Returns number

    Returns (Anonymous function)

getNoteTitleTranslation

  • getNoteTitleTranslation(noteId: () => number): (Anonymous function)
  • Parameters

    • noteId: () => number
        • (): number
        • Returns number

    Returns (Anonymous function)

getPercentageFromPixels

  • getPercentageFromPixels(axis: Axis, pixels: number): number
  • Returns a percentage of the screen based on the given number of pixels on the given Axis.

    Parameters

    • axis: Axis
    • pixels: number

    Returns number

getPixelOffset

  • getPixelOffset(pixels: number): number
  • Parameters

    • pixels: number

    Returns number

getPixelsFromPercentage

  • getPixelsFromPercentage(axis: Axis, percentage: number): number
  • Returns a number of pixels based on the given percentage of the screen on the given Axis.

    Parameters

    • axis: Axis
    • percentage: number

    Returns number

getReputationDifficultyTranslation

getResourceData

  • Parameters

    Returns IResourceData | undefined

getScreenCenter

  • Returns a vector representing the center of the screen.

    Returns Vector2

getSlotType

getSource

  • getSource(sources: Array<LogSource | string>, toConsole?: boolean): string[]
  • Parameters

    • sources: Array<LogSource | string>
    • Default value toConsole: boolean = false

    Returns string[]

getSources

  • getSources(sources: string[]): Source[]
  • Parameters

    • sources: string[]

    Returns Source[]

getStatTooltip

  • getStatTooltip(stat: Stat): (Anonymous function)
  • Parameters

    Returns (Anonymous function)

getSymbolKey

  • Parameters

    • symbol: symbol

    Returns WeakSymbolKey

getTileId

  • getTileId(x: number, y: number, z: number): number
  • Parameters

    • x: number
    • y: number
    • z: number

    Returns number

getTileLoc

getTilePosition

  • getTilePosition(id: number): []
  • Parameters

    • id: number

    Returns []

getTranslationId

  • getTranslationId(dictionary: Dictionary | string, entry?: number | string, index?: string | number): string
  • Parameters

    • dictionary: Dictionary | string
    • Optional entry: number | string
    • Optional index: string | number

    Returns string

getUniqueOr

  • getUniqueOr<T>(a: [], b: [], or: T): T
  • Returns a[0] if only a[1] is true, b[0] if only b[1] is true, and or otherwise.

    Type parameters

    • T

    Parameters

    • a: []
    • b: []
    • or: T

    Returns T

getWrapper

  • getWrapper(html: boolean): (Anonymous function)
  • Parameters

    • html: boolean

    Returns (Anonymous function)

handleInjections

harvestGatherBurn

  • harvestGatherBurn(step: number, resources: ILootItem[] | undefined, container: IContainer, quality: Quality | undefined, tileEvent: TileEvent): void
  • Parameters

    Returns void

hasArticle

  • hasArticle(match: undefined | string, api: ISegmentApi, args: any[]): undefined | boolean
  • Parameters

    • match: undefined | string
    • api: ISegmentApi
    • args: any[]

    Returns undefined | boolean

hasEffect

  • Parameters

    Returns boolean

hasFinishedLoading

  • hasFinishedLoading(): boolean
  • Returns boolean

hasStat

  • Parameters

    Returns boolean

hasSwitch

  • hasSwitch(args: string, name: string, indicator?: string): boolean
  • Parameters

    • args: string
    • name: string
    • Default value indicator: string = "+"

    Returns boolean

hours

  • hours(a: number): number
  • Parameters

    • a: number

    Returns number

increment

  • This milestone will be granted after being incremented amount times. It does not require each increment to have a different ID, like counter does. For example, this type could be used for "number of turns played".

    Parameters

    • amount: number
    • Default value visibility: MilestoneVisibility = MilestoneVisibility.Visible

      Whether the milestone is completely visible, has its name hidden, or has its required amt hidden. Defaults to Visible

    • Default value gameModeLock: GameMode[] = [GameMode.Hardcore]

      What game modes this milestone can be unlocked in. Defaults to [Hardcore]

    Returns IMilestone

initializePrivateStore

  • initializePrivateStore(target: any, key: string | number | symbol, initializer?: Array<[]>): void
  • Parameters

    • target: any
    • key: string | number | symbol
    • Optional initializer: Array<[]>

    Returns void

int

  • int(min: number, max: number): number
  • Parameters

    • min: number
    • max: number

    Returns number

interpolate

  • interpolate(str: string, ...args: any[]): string
  • Parameters

    • str: string
    • Rest ...args: any[]

    Returns string

interpolateSectioned

  • Parameters

    • str: string
    • Rest ...args: any[]

    Returns IStringSection[]

isCornerHandle

  • isCornerHandle(handle: HandlePosition): handle is HandlePositionCorner
  • Parameters

    Returns handle is HandlePositionCorner

isCreatureKilledByHost

  • Parameters

    Returns target is Creature

isDefined

  • isDefined<T>(x: T): x is Exclude<T, undefined>
  • Type parameters

    • T

    Parameters

    • x: T

    Returns x is Exclude<T, undefined>

isDoor

  • isDoor(doodad?: Doodad): boolean
  • Parameters

    Returns boolean

isEternal

  • isEternal(time: number): (Anonymous function)
  • Parameters

    • time: number

    Returns (Anonymous function)

isItemMatch

isIterable

  • isIterable(obj: any): obj is Iterable<any>
  • Parameters

    • obj: any

    Returns obj is Iterable<any>

isJQuery

  • isJQuery(obj: any): obj is JQuery
  • Parameters

    • obj: any

    Returns obj is JQuery

isModLoadable

  • isModLoadable(publishId?: undefined | string): []
  • isModLoadable(index?: undefined | number): []
  • Parameters

    • Optional publishId: undefined | string

    Returns []

  • Parameters

    • Optional index: undefined | number

    Returns []

isNodeEqual

  • Parameters

    Returns boolean

isPermanentEffect

  • Parameters

    Returns boolean

isPinOfIncompleteQuestRequirement

  • Parameters

    Returns boolean

isValidItem

  • isValidItem(executor: Entity, item: unknown, allowNearby?: boolean): boolean
  • Parameters

    • executor: Entity
    • item: unknown
    • Default value allowNearby: boolean = true

    Returns boolean

joinServerSwitcher

  • joinServerSwitcher(serverToJoin: ServerInfo, server?: IServer): (Anonymous function)
  • Parameters

    Returns (Anonymous function)

keyOf

  • keyOf(obj: any, val: any): undefined | string
  • Parameters

    • obj: any
    • val: any

    Returns undefined | string

kickCommand

  • kickCommand(player: Player, args: string): void
  • Parameters

    Returns void

length

  • length(iterable: Iterable<any>): number
  • Parameters

    • iterable: Iterable<any>

    Returns number

linkProgram

  • linkProgram(gl: WebGL2RenderingContext, vs: WebGLShader, fs: WebGLShader): WebGLProgram
  • Parameters

    • gl: WebGL2RenderingContext
    • vs: WebGLShader
    • fs: WebGLShader

    Returns WebGLProgram

loadDifferences

  • loadDifferences(): void
  • Returns void

loadShaders

  • Returns Promise<void>

longestIterable

  • longestIterable<I, IN>(iterable: I, ...iterables: IN): I | IN[number]
  • Type parameters

    • I: Iterable<any>

    • IN: Array<Iterable<any>>

    Parameters

    • iterable: I
    • Rest ...iterables: IN

    Returns I | IN[number]

macro

  • Parameters

    Returns IInput[]

makeSet

manipulateTemplates

  • Type parameters

    • T: Array<string[] | undefined>

    Parameters

    Returns T

markSaved

  • markSaved(target: any, property: string, saveLocation?: SaveLocation): void
  • Parameters

    • target: any
    • property: string
    • Default value saveLocation: SaveLocation = SaveLocation.Local

    Returns void

menuSwitcher

  • menuSwitcher<M>(menu: MenuId | M | (() => M), then?: undefined | ((menu: M, ...args: any[]) => any)): (...args: any[]) => void
  • Type parameters

    Parameters

    • menu: MenuId | M | (() => M)
    • Optional then: undefined | ((menu: M, ...args: any[]) => any)

    Returns (...args: any[]) => void

      • (...args: any[]): void
      • Parameters

        • Rest ...args: any[]

        Returns void

minutes

  • minutes(a: number): number
  • Parameters

    • a: number

    Returns number

mirrorTemplate

  • mirrorTemplate(templateArray: string[]): string[]
  • Parameters

    • templateArray: string[]

    Returns string[]

months

  • months(a: number): number
  • Parameters

    • a: number

    Returns number

never

  • never(): number
  • Returns number

objectIsOrWasInTile

  • objectIsOrWasInTile(tile: IVector3, object: IVector3 & { fromX?: undefined | number; fromY?: undefined | number }): boolean
  • Parameters

    • tile: IVector3
    • object: IVector3 & { fromX?: undefined | number; fromY?: undefined | number }

    Returns boolean

Const onLoad

  • Returns Promise<void>

optional

parseArgument

  • parseArgument(args: string, name: string, indicator?: string): string | undefined
  • Parameters

    • args: string
    • name: string
    • Default value indicator: string = "+"

    Returns string | undefined

parseNewGameOptions

  • parseNewGameOptions(argsString: string): Partial<IPlayOptions> & { dailyChallenge?: undefined | false | true }
  • Parameters

    • argsString: string

    Returns Partial<IPlayOptions> & { dailyChallenge?: undefined | false | true }

parseStack

  • parseStack(fullStack: string, regex: RegExp, functionNameIndex: number, fileNameIndex: number, lineIndex: number, formatter?: undefined | ((call: string) => string)): string[]
  • Parameters

    • fullStack: string
    • regex: RegExp
    • functionNameIndex: number
    • fileNameIndex: number
    • lineIndex: number
    • Optional formatter: undefined | ((call: string) => string)

    Returns string[]

parseTimeFormat

  • parseTimeFormat(time: string): undefined | { hour: number; minute: number }
  • Parameters

    • time: string

    Returns undefined | { hour: number; minute: number }

parseTranslationId

  • parseTranslationId(translationId: string): []
  • Parameters

    • translationId: string

    Returns []

pauseCommand

  • pauseCommand(player: Player, args: string): void
  • Parameters

    Returns void

pickBasedOnVersion

  • pickBasedOnVersion<T>(version: string, versions: MapGenVersions<T>): []
  • Type parameters

    • T

    Parameters

    Returns []

pingCommand

  • pingCommand(player: Player, args: string): void
  • Parameters

    Returns void

playersCommand

  • playersCommand(player: Player, args: string): void
  • Parameters

    Returns void

postProcess

prettyJsonStringify

  • prettyJsonStringify(data: any): string
  • Parameters

    • data: any

    Returns string

quantifyTime

  • quantifyTime(milliseconds: number): []
  • Parameters

    • milliseconds: number

    Returns []

range

  • range(maximum: number): IRange
  • range(minimum: number, maximum: number): IRange
  • Returns a range with 0 for minimum (inclusive).

    Parameters

    • maximum: number

      Exclusive

    Returns IRange

  • Parameters

    • minimum: number

      Inclusive

    • maximum: number

      Exclusive

    Returns IRange

regexOf

  • regexOf(thing: RegExp | string): RegExp
  • Parameters

    • thing: RegExp | string

    Returns RegExp

registerHandlerOnClass

  • registerHandlerOnClass(bindable: Bindable | "anything", event: BindingEvent, priority: number, always: boolean, handlerPrototype: object, handlerProperty: string | number | symbol): void
  • Parameters

    • bindable: Bindable | "anything"
    • event: BindingEvent
    • priority: number
    • always: boolean
    • handlerPrototype: object
    • handlerProperty: string | number | symbol

    Returns void

registerHook

  • registerHook(host: IHookHost, hook: Hook, priority?: undefined | number): void
  • Parameters

    • host: IHookHost
    • hook: Hook
    • Optional priority: undefined | number

    Returns void

repeat

  • Parameters

    Returns Macro

replaceNullsWithUndefined

  • replaceNullsWithUndefined<T>(arr: Array<T | undefined>): void
  • Type parameters

    • T

    Parameters

    • arr: Array<T | undefined>

    Returns void

rotateTemplate

  • rotateTemplate(templateArray: string[]): string[]
  • Parameters

    • templateArray: string[]

    Returns string[]

rotateTileType90Deg

  • Parameters

    Returns TileType

saveCommand

  • saveCommand(player: Player, args: string): void
  • Parameters

    Returns void

savedProperties

  • Parameters

    • target: any

    Returns Map<string, SaveLocation>

seconds

  • seconds(a: number): number
  • Parameters

    • a: number

    Returns number

serializePluralizationRules

  • serializePluralizationRules(rules: IPluralizationRules): ISerializedTranslationsProvider["pluralizationRules"]
  • Parameters

    Returns ISerializedTranslationsProvider["pluralizationRules"]

serializeRegex

  • serializeRegex(regex: RegExp): string
  • Parameters

    • regex: RegExp

    Returns string

serializeRegexRule

  • serializeRegexRule(__namedParameters: [RegExp, string]): [string, string]
  • Parameters

    • __namedParameters: [RegExp, string]

    Returns [string, string]

setDefaultBackground

  • setDefaultBackground(terrainType: TerrainType): void
  • Parameters

    • terrainType: TerrainType

    Returns void

setFinishedLoading

  • setFinishedLoading(): void
  • Returns void

setTileUnderDoodad

  • setTileUnderDoodad(tile: ITile, x: number, y: number, doodadType: DoodadType): void
  • Parameters

    • tile: ITile
    • x: number
    • y: number
    • doodadType: DoodadType

    Returns void

setup

setupTiles

  • setupTiles(tileGenArray: Uint16Array, tileGenQualityArray?: Uint16Array): void
  • Parameters

    • tileGenArray: Uint16Array
    • Optional tileGenQualityArray: Uint16Array

    Returns void

shake

  • Shakes the stat element if shouldShake is true, otherwise removes the shake class.

    When adding the shake class, removes it after 250 ms.

    Parameters

    • shouldShake: boolean
    • statElement: Component

    Returns Promise<void>

shortestIterable

  • shortestIterable<I, IN>(iterable: I, ...iterables: IN): I | IN[number]
  • Type parameters

    • I: Iterable<any>

    • IN: Array<Iterable<any>>

    Parameters

    • iterable: I
    • Rest ...iterables: IN

    Returns I | IN[number]

skillSet

  • Returns ISkillSet

sleep

  • Parameters

    • ms: number

    Returns Promise<void>

sortVersionInfo

  • Parameters

    Returns number

spawnTemplate

  • spawnTemplate(templateType: TileTemplateType, x: number, y: number, z: number, options?: ITemplateOptions): void
  • Parameters

    • templateType: TileTemplateType
    • x: number
    • y: number
    • z: number
    • Default value options: ITemplateOptions = {}

    Returns void

spawnTileEvent

  • spawnTileEvent(x: number, y: number, z: number): void
  • Parameters

    • x: number
    • y: number
    • z: number

    Returns void

splitNameIntoTerms

  • splitNameIntoTerms(name: string): string[]
  • Parameters

    • name: string

    Returns string[]

spriteId

  • spriteId(...directions: Direction[]): string
  • Parameters

    Returns string

start

  • Parameters

    Returns void

startGame

  • Parameters

    Returns () => void

      • (): void
      • Returns void

  • Parameters

    Returns void

statDisplayType

  • statDisplayType(displayType: StatDisplayType): "None" | "Auto" | "Attribute" | "Statbar"
  • Parameters

    Returns "None" | "Auto" | "Attribute" | "Statbar"

stubF

  • stubF<T>(ret?: T): () => T
  • Type parameters

    • T

    Parameters

    • Optional ret: T

    Returns () => T

      • (): T
      • Returns T

stubV

  • stubV<T>(ret?: T): T
  • Type parameters

    • T

    Parameters

    • Optional ret: T

    Returns T

switchMenu

  • switchMenu<M>(menu: MenuId | M | (() => M), then?: undefined | ((menu: M, ...args: any[]) => any), ...args: any[]): void
  • Type parameters

    Parameters

    • menu: MenuId | M | (() => M)
    • Optional then: undefined | ((menu: M, ...args: any[]) => any)
    • Rest ...args: any[]

    Returns void

switchToJoinServer

  • Parameters

    Returns void

syncCommand

  • syncCommand(player: Player, args: string): void
  • Parameters

    Returns void

tileHasFire

  • tileHasFire(tile: ITile): boolean
  • Parameters

    Returns boolean

toggleClasses

  • toggleClasses(...classes: string[]): (Anonymous function)
  • Returns a when() handler that will toggle classes on a statElement based on whether the predicate matched.

    Parameters

    • Rest ...classes: string[]

    Returns (Anonymous function)

unbanCommand

  • unbanCommand(player: Player, args: string): void
  • Parameters

    Returns void

updateCase

  • Changes the case of an array of string sections based on their context.

    Parameters

    Returns IStringSection[]

upgradeGlobalSave

  • Parameters

    Returns void

upgradePlayer

  • Parameters

    Returns string[]

upgradePlayerAfterLoadingReferences

  • upgradePlayerAfterLoadingReferences(player: Player): string[]
  • Called after loading item & tile references

    Parameters

    Returns string[]

upgradeSave

  • Parameters

    Returns void

upgradeSaveAfterLoadingReferences

  • upgradeSaveAfterLoadingReferences(): void
  • Called after loading item & tile references

    Returns void

upgradeSaveMoveProperty

  • upgradeSaveMoveProperty(fromObject: any, toObject: any, propertyName: string, toPropertyName?: string): boolean
  • Parameters

    • fromObject: any
    • toObject: any
    • propertyName: string
    • Default value toPropertyName: string = propertyName

    Returns boolean

upgradeToClasses

  • upgradeToClasses<T>(arr: SaferArray<T>, c: {}, onUpdate?: undefined | ((value: T) => void)): boolean
  • Type parameters

    • T

    Parameters

    • arr: SaferArray<T>
    • c: {}
    • Optional onUpdate: undefined | ((value: T) => void)

    Returns boolean

validate

validateArgument

validateCraft

  • Parameters

    Returns false | Crafter

vectorsInRangeInternal

  • vectorsInRangeInternal(center: IVector2, range: number, includeCenter: boolean): IterableIterator<IVector2>
  • Parameters

    • center: IVector2
    • range: number
    • includeCenter: boolean

    Returns IterableIterator<IVector2>

weeks

  • weeks(a: number): number
  • Parameters

    • a: number

    Returns number

when

  • Returns a IStatDescription["onChange"] handler that will check a predicate and run the handler with the result of that predicate.

    Parameters

    • predicate: (info: IStatInfo) => boolean

      A function that takes an IStatInfo object and returns whether it "matches".

    • handler: (matched: boolean, statElement: Component, entity: Entity, info: IStatInfo) => any

      A function that takes whether the info matches, the statElement, the entity, and the IStatInfo object and "handles" it.

    Returns (Anonymous function)

writeCorpseNote

  • Parameters

    Returns void

years

  • years(a: number): number
  • Parameters

    • a: number

    Returns number

Object literals

Const DEFAULT_ISLAND_POSITION

DEFAULT_ISLAND_POSITION: object

x

x: number = 0

y

y: number = 0

Const EQUIP_EFFECTS_DEFAULT

EQUIP_EFFECTS_DEFAULT: object

[EquipEffect.LightSource]

[EquipEffect.LightSource]: [number] = [0]

[EquipEffect.Telescopy]

[EquipEffect.Telescopy]: [number, number] = [LINE_OF_SIGHT_RADIUS, LINE_OF_SIGHT_RADIUS_MAX]

Const MAX_QUALITY_BONUSES

MAX_QUALITY_BONUSES: object

[RecipeRequirementType.Doodad]

[RecipeRequirementType.Doodad]: number = 4

[RecipeRequirementType.Fire]

[RecipeRequirementType.Fire]: number = 0

[RecipeRequirementType.Item]

[RecipeRequirementType.Item]: number = 20

[RecipeRequirementType.Tool]

[RecipeRequirementType.Tool]: number = 4

Const MESSAGE_FILTERS_DEFAULT

MESSAGE_FILTERS_DEFAULT: object

[MessageFilterDefault.All]

[MessageFilterDefault.All]: object

All

All: On = ThreeStateButtonState.On

Reputation

Reputation: Off = ThreeStateButtonState.Off

[MessageFilterDefault.Chat]

[MessageFilterDefault.Chat]: object

Chat

Chat: On = ThreeStateButtonState.On

Reputation

Reputation: Off = ThreeStateButtonState.Off

[MessageFilterDefault.Game]

[MessageFilterDefault.Game]: object

Game

Game: On = ThreeStateButtonState.On

Reputation

Reputation: Off = ThreeStateButtonState.Off

Const QUALITY_BONUSES

QUALITY_BONUSES: object

[Quality.Exceptional]

[Quality.Exceptional]: number = 2

[Quality.Legendary]

[Quality.Legendary]: number = 4

[Quality.None]

[Quality.None]: number = 0

[Quality.Remarkable]

[Quality.Remarkable]: number = 1

[ItemRequirementType.Consume]

[ItemRequirementType.Consume]: object

[Quality.Exceptional]

[Quality.Exceptional]: number = 10

[Quality.Legendary]

[Quality.Legendary]: number = 20

[Quality.None]

[Quality.None]: number = 0

[Quality.Remarkable]

[Quality.Remarkable]: number = 5

[ItemRequirementType.Use]

[ItemRequirementType.Use]: object

[Quality.Exceptional]

[Quality.Exceptional]: number = 2

[Quality.Legendary]

[Quality.Legendary]: number = 4

[Quality.None]

[Quality.None]: number = 0

[Quality.Remarkable]

[Quality.Remarkable]: number = 1

Const acid

acid: object

animated

animated: true = true

blocksTile

blocksTile: true = true

causesStatus

causesStatus: Burned[] = [StatusType.Burned]

damage

damage: number = 14

decayMax

decayMax: number = 400

isFlammable

isFlammable: true = true

lightSource

lightSource: true = true

renderBelowItems

renderBelowItems: true = true

update

  • Parameters

    Returns void

lightColor

lightColor: object

b

b: number = 43

g

g: number = 162

r

r: number = 93

particles

particles: object

b

b: number = 59

g

g: number = 255

r

r: number = 148

Const actionDescriptions

actionDescriptions: object

[ActionType.AddFuel]

[ActionType.AddFuel]: Action<[ItemNearby, ItemInventory], Player | NPC, void> = AddFuel

[ActionType.Apply]

[ActionType.Apply]: Action<[ItemNearby], Player | NPC, void> = ConsumeItem

[ActionType.AttachContainer]

[ActionType.AttachContainer]: Action<[ItemNearby], Player | NPC, void> = AttachContainer

[ActionType.Attack]

[ActionType.Attack]: Action<[[ItemInventory, Undefined], [AttackType, Undefined]], Player | NPC, void> = Attack

[ActionType.Build]

[ActionType.Build]: Action<[ItemNearby], Player | NPC, void> = Build

[ActionType.Carve]

[ActionType.Carve]: Action<[ItemInventory], Player, void> = Carve

[ActionType.Cast]

[ActionType.Cast]: Action<[ItemInventory], Player | NPC, void> = Cast

[ActionType.CloseContainer]

[ActionType.CloseContainer]: Action<[Container, [Boolean, Undefined]], Player | NPC, void> = ToggleContainer

[ActionType.CloseDoor]

[ActionType.CloseDoor]: Action<[], Player | NPC, boolean> = ToggleDoor

[ActionType.Craft]

[ActionType.Craft]: Action<[ItemType, ItemArrayNearby, ItemArrayNearby, [ItemNearby, Undefined], [Boolean, Undefined]], Player | NPC, void> = Craft

[ActionType.Decode]

[ActionType.Decode]: Action<[ItemNearby], Player, void> = Decode

[ActionType.DetachContainer]

[ActionType.DetachContainer]: Action<[], Player | NPC, void> = DetachContainer

[ActionType.Dig]

[ActionType.Dig]: Action<[[ItemInventory, Undefined]], Player, void> = Dig

[ActionType.Disassemble]

[ActionType.Disassemble]: Action<[ItemNearby], Player | NPC, void> = Disassemble

[ActionType.Dismantle]

[ActionType.Dismantle]: Action<[ItemNearby], Player | NPC, void> = Dismantle

[ActionType.DrawMap]

[ActionType.DrawMap]: Action<[ItemNearby], Player | NPC, void> = DrawMap

[ActionType.DrinkCure]

[ActionType.DrinkCure]: Action<[ItemNearby], Player | NPC, void> = ConsumeItem

[ActionType.DrinkInFront]

[ActionType.DrinkInFront]: Action<[], Player | NPC, void> = DrinkInFront

[ActionType.DrinkItem]

[ActionType.DrinkItem]: Action<[ItemNearby], Player | NPC, void> = ConsumeItem

[ActionType.Drop]

[ActionType.Drop]: Action<[ItemNearby, [Boolean, Undefined], [Boolean, Undefined], [String, Undefined]], Player | NPC, void> = Drop

[ActionType.Eat]

[ActionType.Eat]: Action<[ItemNearby], Player | NPC, void> = ConsumeItem

[ActionType.Enchant]

[ActionType.Enchant]: Action<[ItemNearby, [ItemNearby, Undefined]], Player | NPC, void> = Enchant

[ActionType.Equip]

[ActionType.Equip]: Action<[ItemNearby, EquipType, [Boolean, Undefined], [Boolean, Undefined]], Player, void> = Equip

[ActionType.Extinguish]

[ActionType.Extinguish]: Action<[ItemInventory], Player | NPC, void> = Extinguish

[ActionType.Fire]

[ActionType.Fire]: Action<[[ItemInventory, Undefined], [AttackType, Undefined]], Player | NPC, void> = Attack

[ActionType.GatherMilk]

[ActionType.GatherMilk]: Action<[ItemNearby], Player | NPC, void> = GatherMilk

[ActionType.GatherTreasure]

[ActionType.GatherTreasure]: Action<[[ItemNearby, Undefined]], Player | NPC, void> = GatherTreasure

[ActionType.GatherWater]

[ActionType.GatherWater]: Action<[ItemNearby], Player | NPC, void> = GatherWater

[ActionType.Gather]

[ActionType.Gather]: Action<[[ItemInventory, Undefined], [Boolean, Undefined]], Player, void> = Gather

[ActionType.GrabAll]

[ActionType.GrabAll]: Action<[[ItemNearby, Undefined], [Container, Undefined], [ItemType, Undefined], [Quality, Undefined], [String, Undefined]], Player | NPC, void> = MoveItem

[ActionType.Grasp]

[ActionType.Grasp]: Action<[ItemInventory], Player | NPC, void> = Grasp

[ActionType.Harvest]

[ActionType.Harvest]: Action<[[ItemInventory, Undefined], [Boolean, Undefined]], Player | NPC, void> = Harvest

[ActionType.HealOther]

[ActionType.HealOther]: Action<[ItemInventory], Player | NPC, void> = HealOther

[ActionType.Heal]

[ActionType.Heal]: Action<[ItemNearby], Player | NPC, void> = ConsumeItem

[ActionType.Hitch]

[ActionType.Hitch]: Action<[], Player | NPC, void> = ToggleHitch

[ActionType.Idle]

[ActionType.Idle]: Action<[], Player, void> = Idle

[ActionType.Ignite]

[ActionType.Ignite]: Action<[ItemInventory], Player | NPC, void> = Ignite

[ActionType.Jump]

[ActionType.Jump]: Action<[], Player | NPC, void> = Jump

[ActionType.Learn]

[ActionType.Learn]: Action<[ItemNearby], Player, void> = Learn

[ActionType.LockPick]

[ActionType.LockPick]: Action<[ItemInventory], Player | NPC, void> = LockPick

[ActionType.Melee]

[ActionType.Melee]: Action<[[ItemInventory, Undefined], [AttackType, Undefined]], Player | NPC, void> = Attack

[ActionType.MoveItem]

[ActionType.MoveItem]: Action<[[ItemNearby, Undefined], [Container, Undefined], [ItemType, Undefined], [Quality, Undefined], [String, Undefined]], Player | NPC, void> = MoveItem

[ActionType.MoveTo]

[ActionType.MoveTo]: Action<[Vector2, [Direction, Undefined]], Player, void> = MoveTo

[ActionType.Move]

[ActionType.Move]: Action<[Direction], Player, void> = Move

[ActionType.Navigate]

[ActionType.Navigate]: Action<[[ItemInventory, Undefined]], Player, void> = Navigate

[ActionType.Offer]

[ActionType.Offer]: Action<[ItemInventory], Player, void> = Offer

[ActionType.OpenBottle]

[ActionType.OpenBottle]: Action<[ItemNearby], Player | NPC, void> = OpenBottle

[ActionType.OpenContainer]

[ActionType.OpenContainer]: Action<[Container, [Boolean, Undefined]], Player | NPC, void> = ToggleContainer

[ActionType.OpenDoor]

[ActionType.OpenDoor]: Action<[], Player | NPC, boolean> = ToggleDoor

[ActionType.Paddle]

[ActionType.Paddle]: Action<[ItemInventory], Player, void> = Paddle

[ActionType.Pet]

[ActionType.Pet]: Action<[], Player, void> = Pet

[ActionType.PickupAllItems]

[ActionType.PickupAllItems]: Action<[], Player | NPC, void> = PickupAllItems

[ActionType.PickupExcrement]

[ActionType.PickupExcrement]: Action<[[ItemInventory, Undefined]], Player, void> = PickupExcrement

[ActionType.PickupItem]

[ActionType.PickupItem]: Action<[], Player | NPC, void> = PickupItem

[ActionType.Pickup]

[ActionType.Pickup]: Action<[[ItemInventory, Undefined]], Player, void> = Pickup

[ActionType.PlaceDown]

[ActionType.PlaceDown]: Action<[ItemNearby], Player | NPC, void> = Build

[ActionType.Plant]

[ActionType.Plant]: Action<[ItemInventory], Player | NPC, void> = Plant

[ActionType.PourOnYourself]

[ActionType.PourOnYourself]: Action<[ItemNearby], Player | NPC, void> = PourOnYourself

[ActionType.Pour]

[ActionType.Pour]: Action<[ItemNearby], Player | NPC, void> = Pour

[ActionType.Preserve]

[ActionType.Preserve]: Action<[ItemNearby, [ItemNearby, Undefined]], Player | NPC, void> = Preserve

[ActionType.ProtectItem]

[ActionType.ProtectItem]: Action<[ItemNearby, Boolean], Player | NPC, void> = ProtectItem

[ActionType.Read]

[ActionType.Read]: Action<[ItemNearby], Player | NPC, void> = Read

[ActionType.Refine]

[ActionType.Refine]: Action<[ItemNearby, [ItemNearby, Undefined]], Player | NPC, void> = Refine

[ActionType.Reinforce]

[ActionType.Reinforce]: Action<[ItemNearby, [ItemNearby, Undefined]], Player | NPC, void> = Reinforce

[ActionType.Release]

[ActionType.Release]: Action<[], Player, void> = Release

[ActionType.Rename]

[ActionType.Rename]: Action<[[ItemNearby, Doodad, Creature], String], Player | NPC, void> = Rename

[ActionType.Repair]

[ActionType.Repair]: Action<[ItemNearby, [ItemNearby, Doodad, Undefined]], Player | NPC, void> = Repair

[ActionType.Respawn]

[ActionType.Respawn]: Action<[], Player, void> = Respawn

[ActionType.Rest]

[ActionType.Rest]: Action<[[ItemNearby, Undefined], [Doodad, Undefined], [RestType, Undefined], [Boolean, Undefined]], Player, void> = Rest

[ActionType.RubClockwise]

[ActionType.RubClockwise]: Action<[ItemNearby], Player | NPC, void> = Rub

[ActionType.RubCounterclockwise]

[ActionType.RubCounterclockwise]: Action<[ItemNearby], Player | NPC, void> = Rub

[ActionType.SailToCivilization]

[ActionType.SailToCivilization]: Action<[[ItemNearby, Undefined], [Boolean, Undefined]], Player, void> = SailToCivilization

[ActionType.SetDown]

[ActionType.SetDown]: Action<[ItemInventory], Player | NPC, void> = SetDown

[ActionType.Shoot]

[ActionType.Shoot]: Action<[[ItemInventory, Undefined], [AttackType, Undefined]], Player | NPC, void> = Attack

[ActionType.Sleep]

[ActionType.Sleep]: Action<[[ItemNearby, Undefined], [Doodad, Undefined], [RestType, Undefined], [Boolean, Undefined]], Player, void> = Rest

[ActionType.Sling]

[ActionType.Sling]: Action<[[ItemInventory, Undefined], [AttackType, Undefined]], Player | NPC, void> = Attack

[ActionType.SmotherFire]

[ActionType.SmotherFire]: Action<[ItemInventory], Player | NPC, void> = SmotherFire

[ActionType.Squeeze]

[ActionType.Squeeze]: Action<[ItemInventory], Player | NPC, void> = Squeeze

[ActionType.StartFire]

[ActionType.StartFire]: Action<[ItemInventory, [ItemInventory, Undefined]], Player | NPC, void> = StartFire

[ActionType.StokeFire]

[ActionType.StokeFire]: Action<[ItemInventory], Player | NPC, void> = StokeFire

[ActionType.Tame]

[ActionType.Tame]: Action<[], Player, void> = Tame

[ActionType.Teleport]

[ActionType.Teleport]: Action<[ItemInventory], Player | NPC, void> = Teleport

[ActionType.TellTime]

[ActionType.TellTime]: Action<[ItemNearby], Player | NPC, void> = TellTime

[ActionType.TestDepth]

[ActionType.TestDepth]: Action<[[ItemInventory, Undefined]], Player, void> = TestDepth

[ActionType.Throw]

[ActionType.Throw]: Action<[[ItemInventory, Undefined], [AttackType, Undefined]], Player | NPC, void> = Attack

[ActionType.Till]

[ActionType.Till]: Action<[[ItemInventory, Undefined]], Player, void> = Till

[ActionType.Trade]

[ActionType.Trade]: Action<[NPCNearby], Player | NPC, void> = Trade

[ActionType.Transmogrify]

[ActionType.Transmogrify]: Action<[ItemInventory, [ItemInventory, Undefined]], Player | NPC, void> = Transmogrify

[ActionType.UnProtectItem]

[ActionType.UnProtectItem]: Action<[ItemNearby, Boolean], Player | NPC, void> = ProtectItem

[ActionType.Unequip]

[ActionType.Unequip]: Action<[[ItemInventory, Undefined]], Player | NPC, void> = Unequip

[ActionType.Unhitch]

[ActionType.Unhitch]: Action<[], Player | NPC, void> = ToggleHitch

[ActionType.UpdateDirection]

[ActionType.UpdateDirection]: Action<[Direction, [Number, Undefined]], Player | NPC, void> = UpdateDirection

[ActionType.UseItem]

[ActionType.UseItem]: Action<[ItemNearby, ActionType], Player | NPC, void> = UseItem

Const actions

actions: object

[Action.AddFuel]

[Action.AddFuel]: [string, string] = ["Add Fuel", ""]

[Action.Apply]

[Action.Apply]: [string, string] = ["Apply", "Consumed on use. Used to apply to your skin to provide protection or treatment to injuries or ailments."]

[Action.AttachContainer]

[Action.AttachContainer]: [string, string] = ["Attach Container", "Used to attach the container to a doodad you are facing."]

[Action.Attack]

[Action.Attack]: [string, string] = ["Attack", ""]

[Action.Build]

[Action.Build]: [string, string] = ["Build", "Attempt to construct or assemble the item on the tile you are facing."]

[Action.Carve]

[Action.Carve]: [string, string] = ["Carve", "Used to carve creature corpses or to remove doodads attached to the ground."]

[Action.Cast]

[Action.Cast]: [string, string] = ["Cast", "Find a fish in a body of water and attempt to cast your line or net to catch it."]

[Action.CloseContainer]

[Action.CloseContainer]: [string, string] = ["Close Container", ""]

[Action.CloseDoor]

[Action.CloseDoor]: [string, string] = ["Close Door", ""]

[Action.Craft]

[Action.Craft]: [string, string] = ["Craft", ""]

[Action.Decode]

[Action.Decode]: [string, string] = ["Decode", "Used for attempting to read a map. Use by the treasure location to reveal how far or close you are."]

[Action.DetachContainer]

[Action.DetachContainer]: [string, string] = ["Detach Container", ""]

[Action.Dig]

[Action.Dig]: [string, string] = ["Dig", "Used to dig up resources and items from the ground."]

[Action.Disassemble]

[Action.Disassemble]: [string, string] = ["Disassemble", ""]

[Action.Dismantle]

[Action.Dismantle]: [string, string] = ["Dismantle", ""]

[Action.DrawMap]

[Action.DrawMap]: [string, string] = ["Draw Map", "Draw a map using your skill in cartography of the surrounding area."]

[Action.DrinkCure]

[Action.DrinkCure]: [string, string] = ["Drink Cure", "Consumed on use. Used to cure poisoning while sometimes providing other health benefits."]

[Action.DrinkInFront]

[Action.DrinkInFront]: [string, string] = ["Drink in Front", ""]

[Action.DrinkItem]

[Action.DrinkItem]: [string, string] = ["Drink", "Consumed on use. Will reduce your thirst; however, will provide negative effects when drinking sea/unpurified water."]

[Action.Drop]

[Action.Drop]: [string, string] = ["Drop", ""]

[Action.Eat]

[Action.Eat]: [string, string] = ["Eat", "Consumed on use. May provide benefits to hunger, thirst, health and stamina; however, may reduce them as well depending on the food."]

[Action.Enchant]

[Action.Enchant]: [string, string] = ["Enchant", "Used to enhance an item, increasing its quality or altering the strength of its existing magical property."]

[Action.Equip]

[Action.Equip]: [string, string] = ["Equip", ""]

[Action.Extinguish]

[Action.Extinguish]: [string, string] = ["Extinguish", "Douse the torch, extinguishing the flame."]

[Action.Fire]

[Action.Fire]: [string, string] = ["Fire", "Using a mixture of black powder along with a bullet, you may fire this weapon."]

[Action.GatherMilk]

[Action.GatherMilk]: [string, string] = ["Gather Milk", "Attempt to gather milk from a creature you are facing."]

[Action.GatherTreasure]

[Action.GatherTreasure]: [string, string] = ["Gather Treasure", "Attempt to gather a treasure in the vicinity of use based on a decoded treasure map. Range of gather is dependent on your mining skill."]

[Action.GatherWater]

[Action.GatherWater]: [string, string] = ["Gather Water", "Used to gather water into the container."]

[Action.Gather]

[Action.Gather]: [string, string] = ["Gather", "Can be used directly to gather from an adjacent resource tile/doodad. Gathering will attempt to gather everything, destroying the plant or mushroom in the process."]

[Action.GrabAll]

[Action.GrabAll]: [string, string] = ["Grab All", ""]

[Action.Grasp]

[Action.Grasp]: [string, string] = ["Grasp", "Used to pick-up items using another item for safety reasons such as grasping items in a fire."]

[Action.Harvest]

[Action.Harvest]: [string, string] = ["Harvest", "Can be used to harvest an adjacent plant or mushroom without destroying the plant itself, harvesting just the produce."]

[Action.HealOther]

[Action.HealOther]: [string, string] = ["Heal Other", "Consumed on use. Used to restore a varied amount of health to a creature or human entity."]

[Action.Heal]

[Action.Heal]: [string, string] = ["Heal", "Consumed on use. Used to restore a varied amount of health."]

[Action.Hitch]

[Action.Hitch]: [string, string] = ["Hitch", "Used when facing a creature that is adjacent to a hitching post to force the creature to stay put."]

[Action.Idle]

[Action.Idle]: [string, string] = ["Idle", ""]

[Action.Ignite]

[Action.Ignite]: [string, string] = ["Ignite", "Use this item on a fire source to start it on fire."]

[Action.Jump]

[Action.Jump]: [string, string] = ["Jump", ""]

[Action.Learn]

[Action.Learn]: [string, string] = ["Learn", "Reading books can provide useful knowledge."]

[Action.LockPick]

[Action.LockPick]: [string, string] = ["Lock Pick", "Used to unlock locked doodads."]

[Action.Melee]

[Action.Melee]: [string, string] = ["Melee", "Attempt to melee attack a creature you are facing."]

[Action.MoveItem]

[Action.MoveItem]: [string, string] = ["Move Item", ""]

[Action.MoveTo]

[Action.MoveTo]: [string, string] = ["Move To", ""]

[Action.Move]

[Action.Move]: [string, string] = ["Move", ""]

[Action.Navigate]

[Action.Navigate]: [string, string] = ["Navigate", "Used to find your coordinates by looking into the horizon and measuring distances."]

[Action.Offer]

[Action.Offer]: [string, string] = ["Offer", ""]

[Action.OpenBottle]

[Action.OpenBottle]: [string, string] = ["Open Bottle", "Consumed on use. Using this will open it, providing new and unknown items."]

[Action.OpenContainer]

[Action.OpenContainer]: [string, string] = ["Open Container", "Using this will open it where you may move items to and from. Weight reduction and decay reduction bonuses may apply to items inside."]

[Action.OpenDoor]

[Action.OpenDoor]: [string, string] = ["Open Door", ""]

[Action.Paddle]

[Action.Paddle]: [string, string] = ["Paddle", "Used to travel over water without getting your feet wet. Your speed is not reduced in water while paddling."]

[Action.Pet]

[Action.Pet]: [string, string] = ["Pet", ""]

[Action.PickupAllItems]

[Action.PickupAllItems]: [string, string] = ["Pickup All Items", ""]

[Action.PickupExcrement]

[Action.PickupExcrement]: [string, string] = ["Pickup Excrement", ""]

[Action.PickupItem]

[Action.PickupItem]: [string, string] = ["Pickup Item", ""]

[Action.Pickup]

[Action.Pickup]: [string, string] = ["Pick-up", ""]

[Action.PlaceDown]

[Action.PlaceDown]: [string, string] = ["Place Down", "Place the item down to the adjacent tile so it can be used on the ground instead of directly from your inventory."]

[Action.Plant]

[Action.Plant]: [string, string] = ["Plant", "Attempts to plant the item on the tile you are facing towards. Some plants may require certain ground types or conditions to be planted."]

[Action.PourOnYourself]

[Action.PourOnYourself]: [string, string] = ["Pour on Yourself", "Liquid is consumed on use. Used to sooth burn injuries."]

[Action.Pour]

[Action.Pour]: [string, string] = ["Pour", "Pour on fire to extinguish the flames, inside a water still to begin water filtration, on a suitable plant to increase its health, or just simply just empty it out."]

[Action.Preserve]

[Action.Preserve]: [string, string] = ["Preserve", "Used with food items to extend their life and decay rate."]

[Action.ProtectItem]

[Action.ProtectItem]: [string, string] = ["Protect", ""]

[Action.Read]

[Action.Read]: [string, string] = ["Read", "Open the book and read the contents."]

[Action.Refine]

[Action.Refine]: [string, string] = ["Refine", "Used to refine crafted items to reduce their overall weight."]

[Action.Reinforce]

[Action.Reinforce]: [string, string] = ["Reinforce", "Consumed on use. Used to increase the overall maximum and minimum durability of an item."]

[Action.Release]

[Action.Release]: [string, string] = ["Release", ""]

[Action.Rename]

[Action.Rename]: [string, string] = ["Rename", ""]

[Action.Repair]

[Action.Repair]: [string, string] = ["Repair", "Used for repairing items to increase their minimum durability at the cost of some maximum durability."]

[Action.Respawn]

[Action.Respawn]: [string, string] = ["Respawn", ""]

[Action.Rest]

[Action.Rest]: [string, string] = ["Rest", "Used to rest for a period of time to regain health and stamina. You will stop resting when reaching full stamina."]

[Action.RubClockwise]

[Action.RubClockwise]: [string, string] = ["Rub Clockwise", "Rubbing this item manifests its effects to the holder."]

[Action.RubCounterclockwise]

[Action.RubCounterclockwise]: [string, string] = ["Rub Counterclockwise", "Rubbing this item manifests its effects to the holder."]

[Action.SailToCivilization]

[Action.SailToCivilization]: [string, string] = ["Sail To Civilization", "After collecting all the pieces of treasure, you can return to civilization and bask in the glory of your riches and fame. You can always return back to these lands afterwards."]

[Action.SetDown]

[Action.SetDown]: [string, string] = ["Set Down", "Using this item will place it on top of whatever tile is present in your facing direction. This is different than just dropping the item."]

[Action.Shoot]

[Action.Shoot]: [string, string] = ["Shoot", "You can shoot arrows with this item."]

[Action.Sleep]

[Action.Sleep]: [string, string] = ["Sleep", "Used to sleep for a period of time to regain health and stamina. Duration is based on camping skill and time of day. A bonus to all effects (including length) will be granted if facing a fire or lit doodad. Hunger and dehydration increase slower while sleeping."]

[Action.Sling]

[Action.Sling]: [string, string] = ["Sling", "You can sling bullets with this item."]

[Action.SmotherFire]

[Action.SmotherFire]: [string, string] = ["Smother Fire", "Using this will extinguish fires as well as cover the facing tile with this item."]

[Action.Squeeze]

[Action.Squeeze]: [string, string] = ["Squeeze", "Consumed on use. Spews a stream of fire in your facing direction."]

[Action.StartFire]

[Action.StartFire]: [string, string] = ["Start Fire", "Used to start a fire. Use on campfires, furnaces, etc. to light them or on an empty tile. Using this action may require kindling, tinder and a fuel item in your inventory depending on the circumstance."]

[Action.StokeFire]

[Action.StokeFire]: [string, string] = ["Stoke Fire", "Used on a fire source to increase the strength of the flame."]

[Action.Tame]

[Action.Tame]: [string, string] = ["Tame", ""]

[Action.Teleport]

[Action.Teleport]: [string, string] = ["Teleport", "With a flick of the wand, teleport to a location in front of where you are facing."]

[Action.TellTime]

[Action.TellTime]: [string, string] = ["Tell Time", "Used to measure the time of day or night."]

[Action.TestDepth]

[Action.TestDepth]: [string, string] = ["Test Depth", "Used when facing a well to test the depth and water type of a well by lowering the rope down."]

[Action.Throw]

[Action.Throw]: [string, string] = ["Throw", ""]

[Action.Till]

[Action.Till]: [string, string] = ["Till", "Use while facing a tile you wish to till, granting it properties for better plant growth."]

[Action.Trade]

[Action.Trade]: [string, string] = ["Trade", ""]

[Action.Transmogrify]

[Action.Transmogrify]: [string, string] = ["Transmogrify", "Used to infuse an item with a new or altered magical property and increased durability."]

[Action.UnProtectItem]

[Action.UnProtectItem]: [string, string] = ["Unprotect", ""]

[Action.Unequip]

[Action.Unequip]: [string, string] = ["Unequip", ""]

[Action.Unhitch]

[Action.Unhitch]: [string, string] = ["Unhitch", "Used when facing a creature that is hitched to free them."]

[Action.UpdateDirection]

[Action.UpdateDirection]: [string, string] = ["Update Direction", ""]

[Action.UseItem]

[Action.UseItem]: [string, string] = ["Use Item", ""]

Const animalDroppings

animalDroppings: object

decayMax

decayMax: number = 3600

graphicVariation

graphicVariation: true = true

isWaste

isWaste: true = true

pickUp

pickUp: AnimalDroppings = ItemType.AnimalDroppings

renderBelowItems

renderBelowItems: true = true

particles

particles: object

b

b: number = 1

g

g: number = 84

r

r: number = 102

Const animalDung

animalDung: object

decayMax

decayMax: number = 4000

graphicVariation

graphicVariation: true = true

isWaste

isWaste: true = true

pickUp

pickUp: AnimalDung = ItemType.AnimalDung

renderBelowItems

renderBelowItems: true = true

particles

particles: object

b

b: number = 1

g

g: number = 84

r

r: number = 102

Const argumentSegment

argumentSegment: object

Prints values from the arguments passed to the interpolator. If the keys don't map to a provided argument, an empty string is returned.

  • "{0}" => args[0]
  • "{test}" => args[0]["test"]
  • "{3.test.4.wow}" => args[3]["test"][4]["wow"]

regex

regex: RegExp = /^[a-zA-Z0-9_-]+(?:\.[a-zA-Z0-9_-]+)*$/

handle

  • Parameters

    • _: RegExpMatchArray
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns string | Iterable<IStringSection>

Const aridMapGen

aridMapGen: object

generate

generate: generate

postProcess

postProcess: postProcess

Const articles

articles: object

[HelpArticle.Actions]

[HelpArticle.Actions]: [string, string, string, string] = ["Actions","A guide on how to interact with items, tiles, or the things on a tile.","Interacting with tiles and items.",`Opening up the actions menu ({Bindings:GameActions}) will bring up a list of actions you can perform, usually on the tile or object you're facing. Some examples include collecting fruits from plants, picking up {link(Menu.HelpArticle.Doodads):doodads} you've placed, and {link(Menu.HelpArticle.RestingSleeping):resting}. There is also the "Jump" action that can help you get out of tight spots, but be careful when using it as it reduces stamina based on the weight you're carrying.All items also have actions that can be performed on them. The item actions menu is opened by pressing {Bindings:GameItemMenu}. Tools will usually have actions that can be used on the facing tile, while other items will have actions that affect the tile you're standing on, or just you, such as consuming a food with the "Eat" action.Since finding an item in your inventory and using the item action menu on it can be a pain, you can use {link(Menu.HelpArticle.Quickslots):quickslots} to speed up the process.`]

[HelpArticle.AttackingDamage]

[HelpArticle.AttackingDamage]: [string, string, string, string] = ["Attacking & Damage","How to attack, damage others, and mitigate damage to you.","Learn about how to attack and the effectiveness of damage against yourself and others.",`__Auto Attack__By default, you will attack creatures (who are not tamed) by walking into them. You can disable this feature by either turning off the Auto Attack option in the Options menu or Quick Settings ({Bindings:DialogOptions}) dialog. You will also not automatically attack if you have both of your hands disabled for use. While either of these is true, you sometimes may swap positions with creatures if they are small enough. Not all creatures, including bigger creatures, will allow you to swap positions with them.__Equipment & Hand Usage__You can enable and disable each {link(Menu.HelpArticle.HeldItems):hand} for use when attacking by selecting the checkboxes underneath the Equipment dialog or by using the {Bindings:GameHandToggleLeft} and {Bindings:GameHandToggleRight} binds for each hand. If no equipment is equipped in your hands, you will use your fist. If both hands are selected for use, you will take turns using each hand, each attack.__Damage Types__There are four damage types: Piercing, Slashing, Blunt, and Fire. These damage types are applied to every weapon and creature. They exist as vulnerabilities and resistances on equipment and creatures. Hovering over weapons and equipment items will reveal these values. By hovering over creatures, your skill in Anatomy will give you an idea of what damage types the creature is vulnerable or resistant to. The accuracy of this readout will improve as your skill in Anatomy increases.__Effectiveness__If a weapon has multiple damage types, it will use both of them on each hit. Each value in a resistance will reduce the damage by one, and each vulnerability will increase it by one. As an example:You hit a scorpion with a wooden sword that deals 3 blunt/piercing damage. Scorpions have a resistance of 1 against piercing and a vulnerability of 2 against blunt with a base defense of 2. The scorpion would take 2 damage (3 - 2 - 1 + 2) in this scenario when other factors like skills are not applied.You can review your current vulnerabilities and resistances by hovering over the defense numbers next to the shield icon by your stats.__Parrying__By equipping two weapons, two shields, or a combination in between each hand, you will begin to parry automatically. While parrying, your base defense will raise and can sometimes parry incoming attacks from creatures, mitigating some damage. This increased defense and damage mitigation chance is dependent on your parrying skill. You can review these values by hovering over the defense numbers next to the shield icon by your stats. The parrying skill will raise as you engage in combat with both hands equipped.__Tactics__Tactics will increase the damage you can perform when attacking. You can review this value by hovering over the attack numbers next to the sword icon by your stats. The tactics skill will raise as you engage in combat.__Attacking Merchants__By default, when walking into {link(Menu.HelpArticle.Merchants):merchants}, you will not attack them, but instead, trade with them. You have to specifically attack them to engage in combat. You can do this through the action menu, by choosing the "Attack" action, or by choosing the "Attack" action on an individual item by opening the item's menu. Damaging them in other ways will also cause them to become hostile.`]

[HelpArticle.Bugs]

[HelpArticle.Bugs]: [string, string, string, string] = ["Bugs and Errors","Did you get an error? Please report it!","Learn how to report bugs and debug Wayward.",`Please report all the issues you spot! While we try to ensure Wayward is very stable, some things fall through the cracks. Wayward is still in beta status and our development team is very small. Therefore, without players reporting issues, they may stay unresolved. If you do report your bugs, we cannot express just how much we appreciate them!With that being said, {link(https://steamcommunity.com/sharedfiles/filedetails/?id=798938225):here is a guide on how to report and debug issues you have with Wayward}.Report bugs and issues at:1. {link(http://steamcommunity.com/app/379210/discussions/1/):Steam Discussions Bug Reports forum} OR2. {link(https://discord.gg/wayward):Discord}`]

[HelpArticle.Controls]

[HelpArticle.Controls]: [string, string, string, string] = ["Controls","A guide on using the keybindings associated with common actions in the game, to speed up gameplay, and other related tips and tricks.","Learn common keybinds for the game.",`{heading:Main Keybinds}{#--text-secondary:Pause Menu:} {Bindings:GamePause}{#--text-secondary:Save Game:} {Bindings:GameSave}{#--text-secondary:Help:} {Bindings:DialogHelp}{#--text-secondary:Options:} {Bindings:DialogOptions}{#--text-secondary:Milestones:} {Bindings:DialogMilestones}{#--text-secondary:Notes:} {Bindings:DialogNotes}{#--text-secondary:Messages:} {Bindings:DialogMessages}{#--text-secondary:Actions:} {Bindings:GameActions}{#--text-secondary:Inventory:} {Bindings:DialogInventory}{#--text-secondary:Crafting:} {Bindings:DialogCrafting}{#--text-secondary:Equipment:} {Bindings:DialogEquipment}{#--text-secondary:Skills:} {Bindings:DialogSkills}{#--text-secondary:Close All Dialogs:} {Bindings:DialogCloseAll}Keybindings can be changed in the {link(Menu.Options.5):Options Menu}.For more binds, see the {link(Menu.Options.5):Options Menu}.{heading:Movement}{#--text-secondary:Directional movement:} {Bindings:GameMoveUp} (up), {Bindings:GameMoveLeft} (left), {Bindings:GameMoveDown} (down), {Bindings:GameMoveRight} (right){#--text-secondary:Move towards mouse:} {Bindings:GameMoveDirection}{#--text-secondary:Move to the tile under the mouse:} {Bindings:GameMoveToTile}{#--text-secondary:Skip/pass a turn:} {Bindings:GameIdle} or {Bindings:GameMoveDirection} (with your mouse over your character).{#--text-secondary:Facing a direction without moving:} {Bindings:GameFaceDirection} and your character will face towards your mouse (there are corresponding facing binds for all directions as well).If there is too much or too little delay between turning a direction and moving, you can fine-tune it in the {link(Menu.Options.3):Options Menu}.{heading:Actions}Interacting through the world is done mostly through the {link(Menu.HelpArticle.Actions):actions} menu, opened using {Bindings:GameActions}.{heading:Using Items}See {link(Menu.HelpArticle.Actions):Actions} and {link(Menu.HelpArticle.Quickslots):Quickslots}.{heading:Item Management}__Dropping items__{#--text-secondary:Drop an item:} {Bindings:GameItemDrop} (when the mouse is over the item), or use the {link(Menu.HelpArticle.Actions):"Drop" action} on the item.{#--text-secondary:Drop all of a type of item:} {Bindings:GameItemDropAll} (when the mouse is over the type of item to drop), or use the {link(Menu.HelpArticle.Actions):"Drop All" action}.If there is a tile in the way of dropping an item, by default nothing will happen. You may change this functionality in the "Drop Location" setting, available in the {link(Menu.Options.3):Options Menu} and the Quick Settings dialog.__Moving items__{#--text-secondary:Quickly moving items between containers:} {Bindings:GameItemQuickMove} (when the mouse is over the item){#--text-secondary:Quickly moving all of the same type of item between containers:} {Bindings:GameItemQuickMoveAll} (when the mouse is over the type of item)Quick-moving items works with your open container dialog, or, if there is no container dialog open, the container your character is facing.{heading:More Information}Hovering over elements on screen will typically reveal more information, usually in a tooltip. Some examples include items in dialogs, and doodads, creatures, and items in the world. Items in the crafting dialog will highlight the items that will be used when they are crafted.Tooltips for tiles in the world can be disabled. When this is the case, you can still get information about the tile you are hovering over with {Bindings:GameInspect}.`]

[HelpArticle.Crafting]

[HelpArticle.Crafting]: [string, string, string, string] = ["Crafting","A guide to the crafting system: What items to use, and affecting the output durability and quality.","The ins and outs of smashing materials together.",`You can open the crafting dialog with the "Crafting" menu bar button, or with {Bindings:DialogCrafting}.Crafting is simple to perform, but the system has a lot of depth.__Which Items Are Used__When hovering over a recipe (item) in the crafting dialog, the items that will be used to craft it will be highlighted with a white border.You may notice that the recipe always uses the first instance of the item in your inventory. To change what items are used in a craft, you can simply change the order of the items in your inventory.__Durability and Quality__The durability and {link(Menu.HelpArticle.ItemQualities):quality} of crafting ingredients affects the durability and quality of the resulting item:- Ingredients that are damaged will cause the resulting item to be less durable.- Using remarkable, exceptional or legendary items and required {link(Menu.HelpArticle.Doodads):doodads} increases your chances to craft a high-quality item. This counts for both consumed and required items, but more so for consumed ones.- The skill used in the craft will also factor into the quality of the resulting item. The higher your skills, the better chance at a higher quality items.- Decayable items (such as food) also gain decay bonuses from using higher quality items in the craft.__Tiers__Using higher tiered items and doodads can produce higher quality crafted items. For example, using an iron hammer versus a stone hammer or an iron anvil versus a stone anvil. You are able to see which tier an item or doodad is based on its grouping within the tooltip of each item or doodad.__Efficacy__After reaching 20% in each crafting skill, you will unlock the ability to gauge how effectively you are crafting items. This will show you how close to the maximum bonus you are based on the item/doodad qualities and item/doodad tiers you are using in each craft. The higher this bonus is, the higher the odds of crafting a quality item is. After reaching 80% in the crafting skill, an exact efficacy percentage will be revealed.__Unlocking New Recipes__You can find new crafting recipes by gathering the required items in your inventory and by finding old instructional scrolls.`]

[HelpArticle.Death]

[HelpArticle.Death]: [string, string, string, string] = ["Death","It will happen to us all eventually. This contains information about what carries over between lives.","What carries over between lives.",`Death is permanent. Although you may have died, all of the crafting recipes you have discovered will be ready on your next playthrough. Your {link(Menu.HelpArticle.Milestones):milestones} will also carry over, providing you multiple starting benefits.If you are finding the game too difficult, learn more on managing your {link(Menu.HelpArticle.Reputation):reputation} which can affect the game's difficulty.`]

[HelpArticle.Doodads]

[HelpArticle.Doodads]: [string, string, string, string] = ["Doodads","Learn about, and how to interact with, objects placed in the world, such as plants or structures.","A guide on plants, structures, and other objects affixed to the ground.",`Objects attached to the ground like plants, piles of rocks, furnaces, and even campfires are considered to be a "doodad".To "collect" them (pick them up), you can do one of the following:1. While facing the doodad, use the {link(Menu.HelpArticle.Actions):"Collect Object With Hands" action}.2. Use an item with a "Digging" use, such as a stone shovel.3. Use an item with a "Carving" use, such as a sharp rock.4. Use an item with a "Gather" use, such as a wooden pole.5. Use an item with a "Harvest" use, such as a stone knife.Using your bare hands (the first of the above options) can sometimes harm you. The other options are safe, as they use tools, but they will decrease the durability of that tool.`]

[HelpArticle.FastPickup]

[HelpArticle.FastPickup]: [string, string, string, string] = ["Fast Pick-up","A summary on ways to pick up items on the ground.","A quick way to get items on the ground.",`If there is an item on a tile that you would like to pick up, you can either walk onto the tile (if the {link(Menu.Options.3):"Auto Pick-up" option} is enabled) or use the {link(Menu.HelpArticle.Actions):"Pick-up Item" action} while facing the tile.There can be multiple items on a tile. When you are standing over them, you can press {Bindings:GameIdle} to pass the turn and gather the items one at a time. Alternatively, you can pick up all the items on the tile by facing the tile, then using the {link(Menu.HelpArticle.Actions):"Pick-up All Items" action}.`]

[HelpArticle.GameModes]

[HelpArticle.GameModes]: [string, string, string, string] = ["Game Modes & Difficulty","Exploring the different ways to play Wayward and modifying the difficulty.","Explanation of the different game and turn modes and difficulty in Wayward.",`{heading:Game Modes}__Hardcore__{#--text-secondary:Difficulty:} Medium to HighThe default and definitive way to play.- Death is permanent.- {link(Menu.HelpArticle.Reputation):Reputation} can be altered via in-game actions to dynamically modify the game's difficulty.__Casual__{#--text-secondary:Difficulty:} Low- Dying will respawn you in the last place you rested or slept, with your items dropped at the location of your demise.- Most creatures are neutral/peaceful unless attacked.- Reputation will still impact creature spawn types and frequency, but you can engage with them at your choosing.- {link(Menu.HelpArticle.Milestones):Milestones} are disabled in this mode.__Challenge__{#--text-secondary:Difficulty:} High- Randomized difficulty modifiers and a unique set of quests, intended for quick play sessions.- Saving is disabled in this mode.- Choose the "Daily" option to compete with others or yourself for highscores.- Due to the modifiers and set of quests that must be performed difficulty in this mode will always be high regardless of reputation.- Score is gained by raising stats and skills as per normal, but also when completing quests. Score decays as turns pass, so it's best to complete quests and the challege as quickly as possible.- Only "Challenge Mode" {link(Menu.HelpArticle.Milestones):milestones} are obtainable in this mode.__Custom__- Allows you to customize your game to your liking, choosing from a large set of difficulty modifiers.- Some of the customizable aspects are features of the above modes (peaceful creatures, respawning, etc.).- {link(Menu.HelpArticle.Milestones):Milestones} are disabled in this mode.{#--text-secondary://Whether in Challenge Mode or Custom Mode, you can see which modifiers are enabled with the pause menu ({Bindings:GamePause})//}{heading:Turn Modes}Depending on if you are playing a single player or multiplayer game, you can choose from the following turn modes:__Manual Turns__{#--text-secondary:Difficulty:} LowTurns only pass as players perform actions (also known as "turn-based"). This mode is only available in single player mode.__Simulated Turns__{#--text-secondary:Difficulty:} MediumTurns happen automatically as long as player(s) are performing actions. This mode is only available in multiplayer mode.__Real-time Turns__{#--text-secondary:Difficulty:} HighTurns happen automatically as time passes. You can modify the time between turns with the "Tick Time" setting.{#--text-secondary://Turn modes and other settings can be modified at any time within the "Modes" menu ({Bindings:GamePause})//}`,]

[HelpArticle.Gardening]

[HelpArticle.Gardening]: [string, string, string, string] = ["Gardening","Learn about the cycles of growth for plant-life and tips on gardening.","Tips on gardening and information on growth cycles.",`The full plant life cycle is represented within Wayward. In order, these are: germinating, seedling, vegetative, budding, flowering, ripening, and dead. Fungus follows the same steps, but are named: germinating, spreading, forming, young, fruiting, and full. Each of these stages provide different {link(Menu.HelpArticle.ResourceGathering):resources when gathering or harvesting}.You can attempt to water plants (by using the "Pour" action on water containers) or plant them on fertile soil to reduce their growth time. Watering plants will also heal them if they became damaged through harvesting or trampling.Through the use of fertilization, you can promote the fertility of plants (spreading and propagation) and decrease growing time. By combining compostable items to produce compost, and making bone meal through the grinding of bones, you can craft fertilizer. Combine it with soil (produced when digging dirt) to create fertile soil. Fertile soil can be placed down, tilled, then used as the target for planting seeds and mushrooms.`]

[HelpArticle.HeldItems]

[HelpArticle.HeldItems]: [string, string, string, string] = ["Held Items","Using the left and right hand equipment slots.","Understanding the use of both of your hands.",`Your left and right hand equipment slots are interchangeable. You can equip two weapons, two tools, two shields or any combination in between.You will notice the options "Left Hand" and "Right Hand" in the equipment dialog ({Bindings:DialogEquipment}). With both options enabled, you will use both hands (and whatever is equipped in each slot) in combat and in gathering/harvesting (with "Auto Gather/Harvest" enabled). Only one hand is used per turn, so both being enabled means the hands switch off. Be careful to disable a hand if you don't have something equipped in it, as you could harm a hand by mistake.If both hands are disabled, automatic gathering and combat is not possible.To receive a parrying defense bonus, you must be holding an item in each hand (one to parry with, one to fight with).`]

[HelpArticle.Interface]

[HelpArticle.Interface]: [string, string, string, string] = ["Interface","How to interact with and customize the windows/dialogs.","The customizable windows/dialogs of Wayward.",`Wayward uses dialogs, or windows, for displaying most in-game information. This means the interface is almost completely customizable.You can move the dialogs by dragging them by the title bar, and you can resize them by dragging on their edges or corners.The "static" elements on the screen, namely, your stats, the menu bar, and the list of messages, can all be moved to other corners or edges of the screen, using the options in their context menus ({Bindings:MenuContextMenu}). The list of messages can be put into a dialog with {Bindings:DialogMessages} or using the "Show as Dialog" option in its context menu.The interface setup for each world is retained between saving and loading the game.`]

[HelpArticle.InventoryManagement]

[HelpArticle.InventoryManagement]: [string, string, string, string] = ["Inventory\nManagement","Learn ways of organizing, moving, and dropping items.","Organizing, moving, and dropping items.",`There are many ways to organize and move items in Wayward.1. __Drag and Drop__: By holding {Bindings:GameItemMove}, you may drag and drop items into a container dialog, quickslot, equipment slot, or directly on to the ground. Dragging and dropping to the game screen will drop it in front of you, or inside a chest if you are facing one.2. __Quickmoving__: With {Bindings:GameItemQuickMove} you can move an item instantly from your inventory to a container or vice-versa. You can use this while the container is not open, if your character is facing towards it. You may also use {Bindings:GameItemQuickMoveAll} to instantly move all items of the same type.3. __From the item's menu__: You can use {link(Menu.HelpArticle.Actions):actions} to drop and move items as well: namely, "Drop", "Drop All", "Move", and "Move All". The "Move" actions will only appear if there is a container dialog open. If the item in question is of a {link(Menu.HelpArticle.ItemQualities):high quality}, there will be actions for dropping or moving all items of that quality.4. __Dropping items__: By pressing {Bindings:GameItemDrop}, you may drop an item onto the ground. If the tile in front of you is blocked, nothing will happen, or the item will be dropped at your feet, if your "Drop Location" option is set to "Drop at Feet When Blocked". You may also press {Bindings:GameItemDropAll} to drop all items of the same type.`]

[HelpArticle.ItemQualities]

[HelpArticle.ItemQualities]: [string, string, string, string] = ["Item Qualities","Understanding the differences between normal items and those of quality.","Remarkable, exceptional and legendary item qualities.",`There are three item qualities, each with differing properties.1. Remarkable: Outlined in a {#--item-quality-remarkable:blue} border, these items will have slightly higher durability than normal items.2. Exceptional: Outlined in a {#--item-quality-exceptional:purple} border, these items will have higher durability than normal items.3. Legendary: Outlined in a {#--item-quality-legendary:orange} border, these items will have much higher durability than normal items and feature a unique magical property. These magical properties include such things as increased skills or stats on equipping, reduced item weight, increased weight capacity, and many more depending on the item.Besides the bonuses to durability, item quality will also provide bonuses to item uses such as consumption potency, fuel values, and others depending on the type of item it is. Additionally, the more items of quality used in a {link(Menu.HelpArticle.Crafting):craft}, the higher the chance of producing a higher quality item is.`]

[HelpArticle.Merchants]

[HelpArticle.Merchants]: [string, string, string, string] = ["Merchants","Learn how to trade and interact with wandering merchants.","Interacting with non-playable characters.",`You can drag items into the wandering merchant's inventory to receive barter credit. Alternatively, you can also use the item's menu to trade as well. You can use this barter credit to trade for other items that you wish to receive in return. You can come back at any time to trade with the merchant, but be careful, they may "wander" away for good eventually.Your bartering skill influences the amount of barter credit received when trading items; however, merchants will always trade items back at a higher value.If you do not wish to trade with the merchant, you can also choose to instigate an attack towards the wanderer using the {link(Menu.HelpArticle.Actions):"Attack" option in the action menu}. But, be careful; they won't take kindly to such hostile actions.`]

[HelpArticle.Milestones]

[HelpArticle.Milestones]: [string, string, string, string] = ["Milestones","A short guide on Wayward's unlockable achievement system.","The unlockable achievement system of the game.",`Milestones are a list of goals or achievements you can work towards. Milestone progress is retained between characters and saves. Completing a milestone will unlock the corresponding "Milestone Modifier" for it. These modifiers can be used when starting a new game to add unique gameplay scenarios when enabled. Many of the modifiers have positives and negatives assostiated with them based on gameplay balance and the milestone's rarity.Not all {link(Menu.HelpArticle.GameModes):game modes} have all milestones enabled for progression.Most milestones add up over time, such as "Friendly", which counts how many creatures you tame, or "Chef", which counts how many times you cook food. However, there are a few milestones that simply require an amount of something to be unlocked. Examples of this milestone type are "Malevolent" and "Benevolent", which require your malignity or benignity to be at 64000.`]

[HelpArticle.Multiplayer]

[HelpArticle.Multiplayer]: [string, string, string, string] = ["Multiplayer","Information on the multiplayer system in Wayward.","Survival is easier with company!",`Multiplayer in Wayward is enabled for up to 32 players. Multiplayer works on a simulated real-time mode where each turn happens on a fixed interval. "Casual" and "Hardcore" modes work a bit differently than in single player. Casual mode allows players to respawn as per normal, but in hardcore mode, when you die you will continue to play in ghost form, allowing you to spectate but not interact normally. Multiplayer also allows for a special PVP flag to be set to allow players to hurt and kill other players. Multiplayer options can be set in the multiplayer menu via the pause menu accessed with {Bindings:GamePause}.Creature spawn rates, creature difficulty, and {link(Menu.HelpArticle.Reputation):reputation} are all based on how many connected players there are and will scale and average based on each individual player.{heading:Commands}You can use several special commands while playing multiplayer. To see a list of all possible commands, type "/commands" in the chat bar and hit enter. The following commands are also available for use:{#--text-secondary:/players} — Shows a list of all connected players.{#--text-secondary:/ping} — Shows your latency to the host player.{#--text-secondary:/kick} — Allows the host to kick a player.{#--text-secondary:/banned} — Shows a list of all banned players.{#--text-secondary:/ban} — Allows the host to ban a player.{#--text-secondary:/unban} — Allows the host to unban a player.`]

[HelpArticle.Overweight]

[HelpArticle.Overweight]: [string, string, string, string] = ["Overweight","Learn the impacts of being overweight.","Understanding being encumbered and overburdened.",`If you are carrying too much weight, you will be "Encumbered". The first level of encumbrance will slow down your movement and reduce {link(Menu.HelpArticle.Stats):stamina regeneration}. If it progresses to the second level, "Overburdened", you will take damage as you move.You can drop items from your inventory with {Bindings:GameItemDrop}, {Bindings:GameItemDropAll} (to drop all of one type of item), you can use the {link(Menu.HelpArticle.Actions):"Drop" action on the item}, or you can drag and drop them on to the game screen.`]

[HelpArticle.Quickslots]

[HelpArticle.Quickslots]: [string, string, string, string] = ["Quickslots","Learn the easier way to use actions on items.","The easier way to use actions on items.",`{link(Menu.HelpArticle.Actions):Opening an item's menu to perform actions} can be tiresome. Quickslots are for using an action on an item with the press of a bind.{heading:Quickslotting an Item}You can drag any item into one of your nine quickslots to quickslot the item in that slot. You can also use any of the quickslot binds to toggle the item being quickslotted to the slot of the bind you press. Alternatively, you can use the {link(Menu.HelpArticle.Actions):"Add to Quickslot" action} to add it to an open quickslot.{heading:Using a Quickslotted Item}By default, pressing the bind for a quickslot will perform the default {link(Menu.HelpArticle.Actions):action} for the item in that slot; the action depends on what kind of item it is.You can change the action to perform for a quickslot item by opening the actions menu ({Bindings:GameItemMenu}), and clicking the x icon next to the preferred action, turning it into a √.{heading:Removing a Quickslotted Item}There are two binds provided for removing items from quickslots. You can press {Bindings:GameQuickSlotClear} to clear the hovered item from its quickslot, or to clear the hovered quickslot. You can also press any of the quickslot binds to toggle the hovered item being quickslotted to that slot.`]

[HelpArticle.Reputation]

[HelpArticle.Reputation]: [string, string, string, string] = ["Reputation","Mastering malignity and benignity to modify the game's difficulty.","Learn all about reputation and its impact on the game's difficulty.",`The island is alive and judges your actions. It returns in kind and unkind by modifying the difficulty of the game. The lower your reputation is, the more malignity you are gaining. The higher your reputation is, the more benignity you are gaining. Reputation values in the negative will result in increasing difficulty to creatures that spawn and their frequency. You will find unique creatures and situations by modifying your reputation into the positive and negative. There are no optimal reputation amounts, only what is survivable and enjoyable for your playstyle.If you are interested in a fairly peaceful game, you will want to have a positive reputation.If you are interested in combat and discovering unique creatures to battle, you will want to have a negative reputation.Reputation is not permanent; you are free to modify your reputation (and thus, the game's difficulty) at any time by performing certain actions in the game.Some things that gain you benignity include the following:1. Planting, watering, and cultivating plants.2. Fishing and dredging seaweed.3. Taming, feeding, and petting creatures.Some things that gain you malignity include the following:1. Gathering resources from trees or mountains; destroying them.2. Killing innocent or neutral creatures.3. Gaining stats or using skills that reduce reputation.You can see which skills impact reputation by opening your skill dialog accessed with {Bindings:DialogSkills} and hovering over each skill. Similarly, you can see the impact for crafting items by finding the "Crafting Reputation" value in the item tooltip within the crafting dialog. Each action as illustrated above can also affect reputation.Both positive and negative have maximums set at 64,000 and -64,000 respectively; however, if you continue to add points against this cap, the inverse reputation will be earned.`]

[HelpArticle.ResourceGathering]

[HelpArticle.ResourceGathering]: [string, string, string, string] = ["Resource\nGathering","A guide on collecting items from the environment or creatures.","Collecting items from the environment.",`To gather resources from trees or rocks, you must use the "Gather" action from an item's menu. It is also recommended you quickslot it for quick usage. You may have to default its usage as "Gather" if it is not the default action. See {link(Menu.HelpArticle.Quickslots):Quickslots} for more information on this functionality. You may not always succeed in gathering materials (the chances are based on your skill and tool). The {link(Menu.HelpArticle.ItemQualities):quality} of the items you gather is based on your skill, but mostly based on the quality of the plant or object you are gathering or harvesting.Alternatively, if you have the "Auto Gather/Harvest" option set, you can simply move into resource tiles that block movement to gather. You will use whatever is in your hands to gather. You can choose what tool specifically is used in either your left or right hand by selecting which to use at the bottom of your equipment menu. It is harmful to try to resource gather without tools.Some resources are not gathered in this fashion. Things like small plants and other objects attached to the ground (referred to as doodads) require different methods. Review the {link(Menu.HelpArticle.Doodads):"Doodads" help entry} for more information on these items.{heading:Resource Stages}Many plant-based resources have cycles of growth, following a predictable pattern from "germinating" all the way up to "ripening". Every plant and fungus features unique resources at each stage of growth. If you attempt to gather or harvest from a plant too early, you may not get the full amount of resources. Knowing the steps of growth is also important when {link(Menu.HelpArticle.Gardening):gardening}.{heading:Gathering & Harvesting}Gathering is a destructive process, meaning, you will attempt to gather everything from the plant. Some vegetables and fruits require this to get the edible portion, such as potatoes or carrots for example.Harvesting a plant will only attempt to get what will keep the plant alive and/or sustainable. This is not always an option for all plants, and sometimes will only result in getting their seeds.`]

[HelpArticle.RestingSleeping]

[HelpArticle.RestingSleeping]: [string, string, string, string] = ["Resting and Sleeping","Tips on how to get the best regenerative effects while resting and sleeping.","Learning the differences between resting and sleeping and additional bonuses that can be applied.",`Resting and sleeping are different actions and have their own set of pros and cons.__Resting__1. You are able to cancel out of resting.2. Reduces hunger and thirst rate, but not as much as sleeping.3. Increases stamina and health regeneration, but not as much as sleeping.4. You cannot rest while your stamina is full. Rest will automatically be cancelled once your stamina is full.5. Fire sources have no impact on regeneration or rest length.__Sleeping__1. You cannot cancel out of sleeping, potentially leading to oversleeping or other dangers.2. Reduces hunger and thirst rate more so than resting.3. Increases stamina and health regeneration more so than resting.4. You can sleep indefinitely regardless of stamina value.5. Fire sources (lit campfires, lit furnaces, cooling lava, etc.) will produce better stamina and health regeneration as well as increase the amount of turns you can sleep in one {link(Menu.HelpArticle.Actions):action}.__Items & Doodads__By using a bedding item or {link(Menu.HelpArticle.Doodads):doodad} (like a placed bedroll) you will receive better stamina and health regeneration. Resting or sleeping on the ground will produce the worst regenerative effects. A message will appear warning you of this effect.__Creatures__You will not be able to rest or sleep effectively while untamed creatures are nearby. If they are breaking doodads (like doors and walls) within a radius of up to 5 tiles away, you may wake up. If they are up to 3 tiles away, you may also wake up from hearing them stirring.__Terrain__Resting or sleeping on certain terrain will decrease the maximum amount of turns you can rest or sleep in one action. This includes terrain like water, snow, etc. A message will appear warning you of this effect.__Camping__The higher your camping skill, the higher the maximum amount of turns you can rest or sleep in one action.__Darkness__Darkness in the form of nighttime or caves will increase the amount of turns you can rest or sleep in one action.`]

[HelpArticle.Stats]

[HelpArticle.Stats]: [string, string, string, string] = ["Stats","Learn how to understand and manage your health, stamina, hunger, and thirst.","A numerical representation of your wellbeing.",`You have four core stats: {#--stat-color-health:Health}, {#--stat-color-stamina:Stamina}, {#--stat-color-hunger:Hunger}, and {#--stat-color-thirst:Thirst}.{heading:Decaying Stats}If your {#--stat-color-stamina:stamina} is 0 and you take an action, you will lose {#--stat-color-health:health}.When your {#--stat-color-hunger:hunger} or {#--stat-color-thirst:thirst} tick below zero, each subsequent time they go down, your health will be reduced by their current amount. For example, if you have -4 {#--stat-color-hunger:hunger}, and it goes down to -5, you will lose 5 {#--stat-color-health:health}.When your {#--stat-color-health:health} reaches 0, you will die.{heading:Replenishing Stats}{#--stat-color-stamina:Stamina} replenishes slowly over time, but can also be replenished by {link(Menu.HelpArticle.RestingSleeping):resting}, most food items, and sleeping for maximum benefits.{#--stat-color-hunger:Hunger} and {#--stat-color-thirst:thirst} can be replenished by food and water.{#--stat-color-health:Health} recovers slowly over time, but can be restored with bandages, other health items, and some types of food.{heading:Maximum Stats}Using skills have the chance to increase the maximum values of your stats. An increase in strength will increase the maximum value of your {#--stat-color-health:health} as well as your {link(Menu.HelpArticle.Overweight):weight limit}. An increase in dexterity will increase your maximum {#--stat-color-stamina:stamina}. An increase in metabolism will increase both {#--stat-color-hunger:hunger} and {#--stat-color-thirst:thirst}.There are also {link(Menu.HelpArticle.ItemQualities):legendary} items that can be {link(Menu.HelpArticle.Crafting):crafted} or found that will increase your stats when equipped.`]

[HelpArticle.Taming]

[HelpArticle.Taming]: [string, string, string, string] = ["Creature Taming","A small guide on how to tame creatures using a variety of methods.","Learn about all the options for taming creatures.",`There's a variety of methods for attempting to tame creatures in Wayward. These include:1. Using the {link(Menu.HelpArticle.Actions): "Tame" action in the action menu} when facing acreature. The chances of success of this method are quite low, especially at lower skill levels and varies depending on what the creature is and their difficulty.2. Using the "Offer" option on an item when facing a creature. If the creature wants the item, it will accept you as its owner.3. Dropping items on the ground and having creatures move over it will have them become tame towards you (or any player that is closest to the creature) if they accept the item.Aberrant creatures are harder to tame and will sometimes reject you as its owner even when offering items. This chance is based on your animal taming skill.`]

[HelpArticle.Welcome]

[HelpArticle.Welcome]: [string, string, string, string] = ["Welcome to Wayward","A short summary of the help menu, and links to more resources on the game.","Welcome to the Early Access version of Wayward!",`Disclaimer: Wayward is currently in beta status and many things will change and improve over time.This is the help menu, which you can use to learn mechanics of the game. If you can't find the information you're looking for in this menu, you can also visit the {link(http://steamcommunity.com/app/379210/discussions/):Steam Discussion forums}.If you want to keep up with Wayward, please visit the {link(http://www.waywardgame.com):Wayward Website}, {link(http://www.reddit.com/r/Wayward):Subreddit}, or {link(https://discord.gg/wayward):Discord}.Want to help Wayward? Spread the word, or follow us on one of the following sites: {link(https://www.facebook.com/waywardgame):Facebook}, {link(https://twitter.com/Wayward_Game):Twitter}, or {link(http://www.indiedb.com/games/wayward):IndieDB}.`]

Const attack

attack: object

color

color: string = "var(--color-attribute-attack)"

displayOrder

displayOrder: number = 2

displayType

displayType: Attribute = StatDisplayType.Attribute

getFormatted

tooltip

Const audio

audio: object

getMusicHandler

getMusicHandler: () => T = stubF()

Type declaration

    • (): T
    • Returns T

playMusic

playMusic: () => T = stubF()

Type declaration

    • (): T
    • Returns T

processEffects

processEffects: () => T = stubF()

Type declaration

    • (): T
    • Returns T

queueEffect

queueEffect: () => T = stubF()

Type declaration

    • (): T
    • Returns T

resetMusicHandler

resetMusicHandler: () => T = stubF()

Type declaration

    • (): T
    • Returns T

setMusicHandler

setMusicHandler: () => T = stubF()

Type declaration

    • (): T
    • Returns T

stopMusic

stopMusic: () => T = stubF()

Type declaration

    • (): T
    • Returns T

updateMusicSpeed

updateMusicSpeed: () => T = stubF()

Type declaration

    • (): T
    • Returns T

updatePosition

updatePosition: () => T = stubF()

Type declaration

    • (): T
    • Returns T

updateVolume

updateVolume: () => T = stubF()

Type declaration

    • (): T
    • Returns T

Const autoSaveOptions

autoSaveOptions: object

[AutoSave.Off]

[AutoSave.Off]: string = "Off"

[AutoSave.Time]

[AutoSave.Time]: string = "Time"

[AutoSave.Turns]

[AutoSave.Turns]: string = "Turns"

Const axisDirections

axisDirections: object

[Axis.X]

[Axis.X]: Direction[] = [Direction.West, Direction.East]

[Axis.Y]

[Axis.Y]: Direction[] = [Direction.North, Direction.South]

Const axisEdges

axisEdges: object

Maps every Axis to the Edges that are on it.

[Axis.X]

[Axis.X]: Edge[] = [Edge.Left, Edge.Right]

[Axis.Y]

[Axis.Y]: Edge[] = [Edge.Top, Edge.Bottom]

Const axisToOther

axisToOther: object

[Axis.X]

[Axis.X]: Y = Axis.Y

[Axis.Y]

[Axis.Y]: X = Axis.X

Const badnessMessageType

badnessMessageType: object

[StatusEffectBadness.Bad]

[StatusEffectBadness.Bad]: Bad = MessageType.Bad

[StatusEffectBadness.Good]

[StatusEffectBadness.Good]: Good = MessageType.Good

[StatusEffectBadness.Neutral]

[StatusEffectBadness.Neutral]: None = MessageType.None

Const baseStatMax

baseStatMax: object

[Stat.Health]

[Stat.Health]: number = 50

[Stat.Hunger]

[Stat.Hunger]: number = 25

[Stat.Stamina]

[Stat.Stamina]: number = 75

[Stat.Thirst]

[Stat.Thirst]: number = 25

Const basicInspectionPriorities

basicInspectionPriorities: object

[InspectType.Corpse]

[InspectType.Corpse]: number = InspectType.Corpse * 1000

[InspectType.Corpses]

[InspectType.Corpses]: number = InspectType.Corpses * 1000

[InspectType.Creature]

[InspectType.Creature]: number = InspectType.Creature * 1000

[InspectType.Doodad]

[InspectType.Doodad]: number = InspectType.Doodad * 1000

[InspectType.Ghost]

[InspectType.Ghost]: number = InspectType.Ghost * 1000

[InspectType.Item]

[InspectType.Item]: number = InspectType.Item * 1000

[InspectType.Items]

[InspectType.Items]: number = InspectType.Items * 1000

[InspectType.NPC]

[InspectType.NPC]: number = InspectType.NPC * 1000

[InspectType.Player]

[InspectType.Player]: number = InspectType.Player * 1000

[InspectType.Self]

[InspectType.Self]: number = InspectType.Self * 1000

[InspectType.TileEventMinor]

[InspectType.TileEventMinor]: number = InspectType.TileEventMinor * 1000

[InspectType.TileEvent]

[InspectType.TileEvent]: number = InspectType.TileEvent * 1000

[InspectType.Tile]

[InspectType.Tile]: number = InspectType.Tile * 1000

Const bindSegment

bindSegment: object

regex

regex: RegExp = /^Bindings:([A-Za-z0-9]+|\{[a-zA-Z0-9_-]+(?:\.[a-zA-Z0-9_-]+)*\})$/

handle

  • Parameters

    • __namedParameters: [string, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns string | IStringSection[]

Const bindableDirections

bindableDirections: object

[Bindable.GameFaceDown]

[Bindable.GameFaceDown]: South = Direction.South

[Bindable.GameFaceLeft]

[Bindable.GameFaceLeft]: West = Direction.West

[Bindable.GameFaceRight]

[Bindable.GameFaceRight]: East = Direction.East

[Bindable.GameFaceUp]

[Bindable.GameFaceUp]: North = Direction.North

[Bindable.GameMoveDown]

[Bindable.GameMoveDown]: South = Direction.South

[Bindable.GameMoveLeft]

[Bindable.GameMoveLeft]: West = Direction.West

[Bindable.GameMoveRight]

[Bindable.GameMoveRight]: East = Direction.East

[Bindable.GameMoveUp]

[Bindable.GameMoveUp]: North = Direction.North

Const bindableTypes

bindableTypes: object

[BindableType.Developer]

[BindableType.Developer]: string = "Developer"

[BindableType.Dialog]

[BindableType.Dialog]: string = "Dialogs"

[BindableType.Game]

[BindableType.Game]: string = "Gameplay"

[BindableType.Menu]

[BindableType.Menu]: string = "Menus"

[BindableType.Mod]

[BindableType.Mod]: string = "Mods"

Const bindables

bindables: object

[Bindable.DeveloperReloadAndContinueGame]

[Bindable.DeveloperReloadAndContinueGame]: string = "Reload and Continue Game"

[Bindable.DeveloperReloadGame]

[Bindable.DeveloperReloadGame]: string = "Reload Game"

[Bindable.DeveloperReloadStylesheets]

[Bindable.DeveloperReloadStylesheets]: string = "Reload Stylesheets"

[Bindable.DeveloperToggleDeveloperMode]

[Bindable.DeveloperToggleDeveloperMode]: string = "Toggle Developer Mode"

[Bindable.DeveloperToggleDeveloperTools]

[Bindable.DeveloperToggleDeveloperTools]: string = "Toggle Developer Tools"

[Bindable.DialogCloseAll]

[Bindable.DialogCloseAll]: string = "Close All Dialogs"

[Bindable.DialogCrafting]

[Bindable.DialogCrafting]: string = "Toggle Crafting"

[Bindable.DialogDismantle]

[Bindable.DialogDismantle]: string = "Toggle Dismantle"

[Bindable.DialogEquipment]

[Bindable.DialogEquipment]: string = "Toggle Equipment"

[Bindable.DialogHelp]

[Bindable.DialogHelp]: string = "Toggle Help"

[Bindable.DialogInventory]

[Bindable.DialogInventory]: string = "Toggle Inventory"

[Bindable.DialogMessagesChatFocus]

[Bindable.DialogMessagesChatFocus]: string = "Focus Chat Input"

[Bindable.DialogMessages]

[Bindable.DialogMessages]: string = "Toggle Messages"

[Bindable.DialogMilestones]

[Bindable.DialogMilestones]: string = "Toggle Milestones"

[Bindable.DialogNotes]

[Bindable.DialogNotes]: string = "Toggle Notes"

[Bindable.DialogOptions]

[Bindable.DialogOptions]: string = "Toggle Quick Settings"

[Bindable.DialogQuests]

[Bindable.DialogQuests]: string = "Toggle Quests"

[Bindable.DialogSkills]

[Bindable.DialogSkills]: string = "Toggle Skills"

[Bindable.GameActions]

[Bindable.GameActions]: string = "Actions"

[Bindable.GameContextMenu10]

[Bindable.GameContextMenu10]: string = "Context Menu Item 10"

[Bindable.GameContextMenu11]

[Bindable.GameContextMenu11]: string = "Context Menu Item 11"

[Bindable.GameContextMenu12]

[Bindable.GameContextMenu12]: string = "Context Menu Item 12"

[Bindable.GameContextMenu13]

[Bindable.GameContextMenu13]: string = "Context Menu Item 13"

[Bindable.GameContextMenu14]

[Bindable.GameContextMenu14]: string = "Context Menu Item 14"

[Bindable.GameContextMenu15]

[Bindable.GameContextMenu15]: string = "Context Menu Item 15"

[Bindable.GameContextMenu16]

[Bindable.GameContextMenu16]: string = "Context Menu Item 16"

[Bindable.GameContextMenu17]

[Bindable.GameContextMenu17]: string = "Context Menu Item 17"

[Bindable.GameContextMenu18]

[Bindable.GameContextMenu18]: string = "Context Menu Item 18"

[Bindable.GameContextMenu19]

[Bindable.GameContextMenu19]: string = "Context Menu Item 19"

[Bindable.GameContextMenu1]

[Bindable.GameContextMenu1]: string = "Context Menu Item 1"

[Bindable.GameContextMenu20]

[Bindable.GameContextMenu20]: string = "Context Menu Item 20"

[Bindable.GameContextMenu21]

[Bindable.GameContextMenu21]: string = "Context Menu Item 21"

[Bindable.GameContextMenu22]

[Bindable.GameContextMenu22]: string = "Context Menu Item 22"

[Bindable.GameContextMenu23]

[Bindable.GameContextMenu23]: string = "Context Menu Item 23"

[Bindable.GameContextMenu24]

[Bindable.GameContextMenu24]: string = "Context Menu Item 24"

[Bindable.GameContextMenu2]

[Bindable.GameContextMenu2]: string = "Context Menu Item 2"

[Bindable.GameContextMenu3]

[Bindable.GameContextMenu3]: string = "Context Menu Item 3"

[Bindable.GameContextMenu4]

[Bindable.GameContextMenu4]: string = "Context Menu Item 4"

[Bindable.GameContextMenu5]

[Bindable.GameContextMenu5]: string = "Context Menu Item 5"

[Bindable.GameContextMenu6]

[Bindable.GameContextMenu6]: string = "Context Menu Item 6"

[Bindable.GameContextMenu7]

[Bindable.GameContextMenu7]: string = "Context Menu Item 7"

[Bindable.GameContextMenu8]

[Bindable.GameContextMenu8]: string = "Context Menu Item 8"

[Bindable.GameContextMenu9]

[Bindable.GameContextMenu9]: string = "Context Menu Item 9"

[Bindable.GameFaceDirection]

[Bindable.GameFaceDirection]: string = "Face Towards Mouse"

[Bindable.GameFaceDown]

[Bindable.GameFaceDown]: string = "Face Down"

[Bindable.GameFaceLeft]

[Bindable.GameFaceLeft]: string = "Face Left"

[Bindable.GameFaceRight]

[Bindable.GameFaceRight]: string = "Face Right"

[Bindable.GameFaceUp]

[Bindable.GameFaceUp]: string = "Face Up"

[Bindable.GameFullscreen]

[Bindable.GameFullscreen]: string = "Toggle Fullscreen"

[Bindable.GameHandToggleLeft]

[Bindable.GameHandToggleLeft]: string = "Toggle Using Left Hand"

[Bindable.GameHandToggleRight]

[Bindable.GameHandToggleRight]: string = "Toggle Using Right Hand"

[Bindable.GameIdle]

[Bindable.GameIdle]: string = "Idle"

[Bindable.GameInspect]

[Bindable.GameInspect]: string = "Inspect"

[Bindable.GameItemDropAll]

[Bindable.GameItemDropAll]: string = "Drop All Similar Items"

[Bindable.GameItemDrop]

[Bindable.GameItemDrop]: string = "Drop Hovered Item"

[Bindable.GameItemEquipToggle]

[Bindable.GameItemEquipToggle]: string = "Toggle Item Equipped"

[Bindable.GameItemMenu]

[Bindable.GameItemMenu]: string = "Hovered Item Menu"

[Bindable.GameItemMoveAll]

[Bindable.GameItemMoveAll]: string = "Move Similar Items"

[Bindable.GameItemMove]

[Bindable.GameItemMove]: string = "Move Hovered Item"

[Bindable.GameItemProtectToggle]

[Bindable.GameItemProtectToggle]: string = "Toggle Item Protected"

[Bindable.GameItemQuickMoveAll]

[Bindable.GameItemQuickMoveAll]: string = "Quick-move Similar Items"

[Bindable.GameItemQuickMove]

[Bindable.GameItemQuickMove]: string = "Quick-move Hovered Item"

[Bindable.GameMoreInformation]

[Bindable.GameMoreInformation]: string = "Show More Information"

[Bindable.GameMoveDirection]

[Bindable.GameMoveDirection]: string = "Move Towards Mouse"

[Bindable.GameMoveDown]

[Bindable.GameMoveDown]: string = "Move Down"

[Bindable.GameMoveLeft]

[Bindable.GameMoveLeft]: string = "Move Left"

[Bindable.GameMoveRight]

[Bindable.GameMoveRight]: string = "Move Right"

[Bindable.GameMoveToTileCancel]

[Bindable.GameMoveToTileCancel]: string = "Path To Tile: Cancel"

[Bindable.GameMoveToTilePreview]

[Bindable.GameMoveToTilePreview]: string = "Path To Tile: Preview"

[Bindable.GameMoveToTile]

[Bindable.GameMoveToTile]: string = "Path To Tile"

[Bindable.GameMoveUp]

[Bindable.GameMoveUp]: string = "Move Up"

[Bindable.GamePause]

[Bindable.GamePause]: string = "Pause Menu"

[Bindable.GameQuickSlot1]

[Bindable.GameQuickSlot1]: string = "Quickslot 1"

[Bindable.GameQuickSlot2]

[Bindable.GameQuickSlot2]: string = "Quickslot 2"

[Bindable.GameQuickSlot3]

[Bindable.GameQuickSlot3]: string = "Quickslot 3"

[Bindable.GameQuickSlot4]

[Bindable.GameQuickSlot4]: string = "Quickslot 4"

[Bindable.GameQuickSlot5]

[Bindable.GameQuickSlot5]: string = "Quickslot 5"

[Bindable.GameQuickSlot6]

[Bindable.GameQuickSlot6]: string = "Quickslot 6"

[Bindable.GameQuickSlot7]

[Bindable.GameQuickSlot7]: string = "Quickslot 7"

[Bindable.GameQuickSlot8]

[Bindable.GameQuickSlot8]: string = "Quickslot 8"

[Bindable.GameQuickSlot9]

[Bindable.GameQuickSlot9]: string = "Quickslot 9"

[Bindable.GameQuickSlotClear]

[Bindable.GameQuickSlotClear]: string = "Clear Quickslot"

[Bindable.GameQuickSlotToggle1]

[Bindable.GameQuickSlotToggle1]: string = "Quickslot Toggle 1"

[Bindable.GameQuickSlotToggle2]

[Bindable.GameQuickSlotToggle2]: string = "Quickslot Toggle 2"

[Bindable.GameQuickSlotToggle3]

[Bindable.GameQuickSlotToggle3]: string = "Quickslot Toggle 3"

[Bindable.GameQuickSlotToggle4]

[Bindable.GameQuickSlotToggle4]: string = "Quickslot Toggle 4"

[Bindable.GameQuickSlotToggle5]

[Bindable.GameQuickSlotToggle5]: string = "Quickslot Toggle 5"

[Bindable.GameQuickSlotToggle6]

[Bindable.GameQuickSlotToggle6]: string = "Quickslot Toggle 6"

[Bindable.GameQuickSlotToggle7]

[Bindable.GameQuickSlotToggle7]: string = "Quickslot Toggle 7"

[Bindable.GameQuickSlotToggle8]

[Bindable.GameQuickSlotToggle8]: string = "Quickslot Toggle 8"

[Bindable.GameQuickSlotToggle9]

[Bindable.GameQuickSlotToggle9]: string = "Quickslot Toggle 9"

[Bindable.GameSave]

[Bindable.GameSave]: string = "Save Game"

[Bindable.GameScreenshotMode]

[Bindable.GameScreenshotMode]: string = "Toggle Screenshot Mode"

[Bindable.GameZoomIn]

[Bindable.GameZoomIn]: string = "Zoom In"

[Bindable.GameZoomOut]

[Bindable.GameZoomOut]: string = "Zoom Out"

[Bindable.MenuCancel]

[Bindable.MenuCancel]: string = "Cancel"

[Bindable.MenuContextMenu]

[Bindable.MenuContextMenu]: string = "Context Menu"

[Bindable.MenuDown]

[Bindable.MenuDown]: string = "Focus Down"

[Bindable.MenuEnter]

[Bindable.MenuEnter]: string = "Accept"

[Bindable.MenuLeft]

[Bindable.MenuLeft]: string = "Focus Left"

[Bindable.MenuNext]

[Bindable.MenuNext]: string = "Focus Next"

[Bindable.MenuPrevious]

[Bindable.MenuPrevious]: string = "Focus Previous"

[Bindable.MenuRight]

[Bindable.MenuRight]: string = "Focus Right"

[Bindable.MenuSelect]

[Bindable.MenuSelect]: string = "Select"

[Bindable.MenuUp]

[Bindable.MenuUp]: string = "Focus Up"

[Bindable.None]

[Bindable.None]: string = "none"

Const biomeDescriptions

biomeDescriptions: object

[BiomeType.Arid]

[BiomeType.Arid]: Arid = Arid

[BiomeType.Coastal]

[BiomeType.Coastal]: Coastal = Coastal

[BiomeType.IceCap]

[BiomeType.IceCap]: IceCap = IceCap

Const biomes

biomes: object

[BiomeType.Arid]

[BiomeType.Arid]: string = "Arid"

[BiomeType.Coastal]

[BiomeType.Coastal]: string = "Coastal"

[BiomeType.IceCap]

[BiomeType.IceCap]: string = "Ice Cap"

[BiomeType.Random]

[BiomeType.Random]: string = "Random"

Const blood

blood: object

decayMax

decayMax: number = 300

graphicVariation

graphicVariation: true = true

isMinor

isMinor: true = true

renderBelowItems

renderBelowItems: true = true

Const bloodWater

bloodWater: object

decayMax

decayMax: number = 80

graphicVariation

graphicVariation: true = true

isMinor

isMinor: true = true

renderBelowItems

renderBelowItems: true = true

Const boldSegment

boldSegment: object

endChar

endChar: string = "**"

regex

regex: RegExp = /^.*$/

startChar

startChar: string = "**"

handle

  • Parameters

    • _: RegExpMatchArray
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const books

books: object

[BookType.Deities]

[BookType.Deities]: [string, string] = ["Deities", `"The same three strange symbols seem to appear again and again on artifacts, cave walls, and even old long-ago abandoned buildings. Cross referencing other resources and even some older journals we have found references to deities, spirits, and even Gods. Most likely worshiped by the heathens that used to inhabit these lands. They seem connected to these islands somehow.""The three names seem to be mentioned again and again, Wry, Da, and Aw."`]

[BookType.IslandPresence]

[BookType.IslandPresence]: [string, string] = ["William J. Andrews", `"This island seems to react to my presence. I often have a weird feeling, like something is watching me, but besides the constant barrage of bloodthirsty creatures at my heels, that feeling never leaves me; it follows me even into my dreams. I'm not sure how many more sleepless nights I can lead.""There it is again. I felled a tree. I hear it.""There it is again. I burned a tree. The humming continues.""There it is again, the end. I started a forest fire. It's too loud!"The next pages have undecipherable scribbles and diagrams.`]

[BookType.IslandRiddle]

[BookType.IslandRiddle]: [string, string] = ["Island Riddle", `"I cultivated the land""And dominated over nature""The destitute I remand""Through heinous legislature""Gaze at my wonderful structures""As I tax the poor""Losing my deep-rooted culture""Sacrificed for the allure""I am destined to rise and destined to fall""With an inevitable destruction to mankind and all""What am I?`]

[BookType.OnWaterAndHydration]

[BookType.OnWaterAndHydration]: [string, string] = ["On Water & Hydration", `"There's water in the ground.""There's water in the cave.""If I go thirsty.""I'll soon find my grave.""There's water in the well.""There's water in the sea.""Shall I go thirsty?""We shall very well see.""Water is found in many places, but not all forms are safe to drink. Take for example your never-ending horizontal surrounding; the sea. It would be so easy if you were able to drink the salty brine, but even in a dire situation, it can often be deadly. It will cause distress to your insides and make you even thirstier. What type of gods found delight in such a thing?""There is a workaround, however. Constructing a still will allow you to desalinate the water by distilling it. Boiling the water for long periods of time will cause the filtered steam to collect in a separate vessel, resulting in nearly pure water. Show those gods what for!""Or perhaps you can find water on land. Water is commonly found in swampy areas and near rocks, especially in high elevation areas where snow may form. Snow is water after all! Water is also commonly abundant in subterranean caves. These forms of water may be safe to drink, but it's always a good idea to boil fresh water. This will require a fire source. Digging can also sometimes provide hidden underground water, especially near other bodies of pre-existing water like ponds and lakes.""For the more industrious type, you may fancy a well. Wells will be able to accumulate rain and ground water, although not all terrain is suitable for their construction. Finding a ground water source may be taxing on resources, especially when you are not able to map any subterranean passages below.""So you see, water is everywhere, you just need to know where to look."The book ends with a signed name, "Henry Cliffe".`]

[BookType.PastCivilizations]

[BookType.PastCivilizations]: [string, string] = ["Past Civilizations", `"We have discovered evidence of many battles here. Not only that, but civilizations, skeletal remains, abandoned houses, and much evidence to support some type of apocalyptic scenario.""Not only that, but it seems to happen again and again; the evidence all points to different ages and different points in time. It appears as though no people are able to survive and thrive in these lands, like some force is forbidding human progress.""These ravenous, unabating creatures are not helping matters, that's for sure."`]

[BookType.PowderyCatalog]

[BookType.PowderyCatalog]: [string, string] = ["A Powdery Catalog", `"The cornerstone to any recipe worth its weight is a powder of some kind. A must have tool for any wayward wanderer is a mortar and pestle. Grind away and you may discover a use for something you may have not considered.""Things are so much more than they seem. Turn them into a powder and you open up so many new possibilities!"The book describes in detail with markings and illustrations of each powder type cataloged.1. "Bone meal from bones. For use with fertilizer and fertile soil to provide nutrients to plants."2. "Flour from wheat. Used in baking goods."3. "Copal resin from copal. Melted down and used to reinforce items."4. "Tannin from tree bark. Used for tanning and leatherworking endeavors."5. "Refined Sand from beach or desert sand. Likely useful for glass and making of greensand for sand casting."6. "Talcum powder from talc. To aid in removing casted material from sand casts."7. "Limestone powder from limestone. Used as a flux when smelting raw ore."8. "Carbon powder from charcoal. Further refines and increases the quality of resulting metal when smelting ore.""My fascinations with powders elude me. Perhaps I was a chemist in another life?"`]

[BookType.RandomEvent]

[BookType.RandomEvent]: [string, string] = ["", ""]

[BookType.SandCasting]

[BookType.SandCasting]: [string, string] = ["Sand Casting", `The entire book seems to be stained with various chemicals and powders."Throughout my metallurgic experiments, I have found the best way to forge iron based tools, weapons, and ingots was to cast large amounts of material to shape it. The best casting method I have found using resources around me was sand casting.""The primary ingredient for creating a sand cast is green sand, a mixture of clay flakes and refined sand. This allows for the malleability of creating the shape of tool and weapon heads, or even forming the ingots in which to work from.""Next, we place the green sand in a flask, crafted with wood, sandstone, rock, or raw clay, finishing the build of the sand cast flask. We then set the shape, place down some talc powder so the finished produce can be lifted easier, and pour the molten smelted mixture into the cast to let it set and harden."The book is adorned with crude drawings of each process."I have also found I can use limestone powder as the flux to refine ores and remove impurities in the smelting process. Some carbon powder is also required to get a proper hardness to the finished metal."The bottom of the paged is signed with "James Townsend, the Smithy".`]

[BookType.TheForce]

[BookType.TheForce]: [string, string] = ["The Force", `"I'm not sure if I can properly explain this. Maybe if I ever see you in person again, I can walk you through it. I can show it to you if you have not yet experienced it. I hope that day comes. Sadly, I fear that shall not be the case.""There is a presence here. It's a force. A force that bends things to its will. It preys on my malevolence. I know I sound mad, but I'm sure of this.""I have dispatched of many helpless creatures here. Not my proudest moments to be sure. That force is the strongest in those times. The times where I push myself over that perilous moral edge and indulge in my very nature. The nature of us all. To fight, to kill, to dominate.""And yet, the force wanes as I tend to my crops and as I slay the evil things that roam here.""Maybe there is no force, and this is just a manifestation of guilt. My abject want of a rejection of progress and to live a peaceful existence.""I hope I can see you again. In this life or the next.""Your loving sister, Margaret."`]

[BookType.TheSolution]

[BookType.TheSolution]: [string, string] = ["The Solution", `"I have figured it out. I have solved the demands."The book contains several missing pages that appear to be burnt and then ripped out, with what appears to be bloodstains covering the surrounding intact pages."It appears as though I must disguise my revelations going forward. If you are reading this, know that you need //6// objects to appease them or it."The number "6" appears to be written in blood."AIFX WICHM""AIFXYH WBUFCWY""AIFXYH EYS""AIFXYH LCHA""AIFX MQILX""AIFXYH MYRNUHN"`]

[BookType.Trapped]

[BookType.Trapped]: [string, string] = ["Trapped!", `"One would assume I would be able to make it back home, or at least a bit further from these strange islands. But try as I might with this ramshackle raft, I am unable to get very far. I somehow always lose my bearing. The horizon becomes unclear and my surroundings blurry. Next thing you know, I find another set of islands that are completely unfamiliar to me.""I am unable to explain this. My charts and maps are correct! I am sure of it. Somebody, or //something// is hindering my progress to go back home."The rest of the book is water damaged and most of the writing is illegible.`]

[BookType.TrappersJournal]

[BookType.TrappersJournal]: [string, string] = ["Trapper's Journal", `"Using techniques and skills my father taught to me in my youth, I was successfully able to ward off the monstrosities using traps. The snare and the deadfall become my most useful weapons.""I spent days crafting traps and placing them outside my shelter instead of focusing on traditional weaponry. My combat skills are not so great, and I have not found a meaningful resource to craft armor, so trapping appeared to be my best bet to dispatch these creatures.""I think I just heard my deadfall squish another giant spider. I'll write more on my improvised spider meat meal. Sadly, cooking is not my forte either."`]

[BookType.TravelingBySea]

[BookType.TravelingBySea]: [string, string] = ["Traveling by Sea by Edwarde Smith", `The first page contains a centered preface."Consider this a first draft.""I have made my peace with the fact that I will remain lost to civilization, but at least I will not be lost at sea. My first attempts with a raft ended in failure, wandering in circles, and almost losing a limb to a shark. I then constructed a bull boat, which helped me cross more distant stretches of water.""Upon my island wandering, I came across a sextant in an abandoned house. In another set of islands, I then stumbled upon a spyglass. Both items have come in great help when traversing the sea. I use my sextant to plot my course and stay on target and use my spyglass to spot new land on the horizon.""Before I found them, I was struggling to find new land, and exhausting my food and water."`]

[BookType.Treasures]

[BookType.Treasures]: [string, string] = ["On Treasures", `"The greed that has driven us to these islands now forces us to stay here. Day after day we search for the treasures that brought us to these lands to begin with. Our group of men have discovered several different types of treasure, some even from slaying the ravenous indigenous creatures that seem to roam these islands and caves. But we cannot seem to leave, we need more. The island demands it."The next pages seem to be ripped out and missing."We have failed. Many have perished. We are missing the final piece. I do not think we can make it much further. We seem to have angered nature itself."`]

[BookType.WanderingMerchants]

[BookType.WanderingMerchants]: [string, string] = ["The Wandering Merchants", `"Throughout my exploration of the island, I have run across other people, much to my surprise. It appears as they were in a similar state as myself; somehow trapped in these lands, struggling for our lives. In the many cases, these folks were not hostile, and we quickly made friendships.""We traded goods and spoke on our situation. One of the folks drove a very hard bargain for some limestone that I needed. If I was a different type of person, given our secluded setting, I may have simply just taken it through "other means".""Although it was always my intent to return to them for trading, try as I might, I could no longer locate them. Either they moved on to other areas or died. Given the circumstances of these harsh lands, I'm guessing the latter is true."`]

Const challengeModifiers

challengeModifiers: object

[Challenge.BenignityRate]

[Challenge.BenignityRate]: BenignityRate = BenignityRate

[Challenge.EternalNight]

[Challenge.EternalNight]: EternalNight = EternalNight

[Challenge.HungerRate]

[Challenge.HungerRate]: HungerRate = HungerRate

[Challenge.MalignityRate]

[Challenge.MalignityRate]: MalignityRate = MalignityRate

[Challenge.NoHealthRegeneration]

[Challenge.NoHealthRegeneration]: NoHealthRegeneration = NoHealthRegeneration

[Challenge.NoStaminaRegeneration]

[Challenge.NoStaminaRegeneration]: NoStaminaRegeneration = NoStaminaRegeneration

[Challenge.NoStartingItems]

[Challenge.NoStartingItems]: NoStartingItems = NoStartingItems

[Challenge.PermanentlyBleeding]

[Challenge.PermanentlyBleeding]: PermanentlyBleeding = PermanentlyBleeding

[Challenge.PermanentlyBurning]

[Challenge.PermanentlyBurning]: PermanentlyBurning = PermanentlyBurning

[Challenge.PermanentlyPoisoned]

[Challenge.PermanentlyPoisoned]: PermanentlyPoisoned = PermanentlyPoisoned

[Challenge.StartingMalignity]

[Challenge.StartingMalignity]: StartingMalignity = StartingMalignity

[Challenge.ThirstRate]

[Challenge.ThirstRate]: ThirstRate = ThirstRate

Const challenges

challenges: object

[Challenge.BenignityRate]

[Challenge.BenignityRate]: string = "{0}x Benignity Multiplier"

[Challenge.EternalNight]

[Challenge.EternalNight]: string = "Eternal Night"

[Challenge.HungerRate]

[Challenge.HungerRate]: string = "{0}x Hunger Rate"

[Challenge.MalignityRate]

[Challenge.MalignityRate]: string = "{0}x Malignity Multiplier"

[Challenge.NoHealthRegeneration]

[Challenge.NoHealthRegeneration]: string = "No Health Regeneration"

[Challenge.NoStaminaRegeneration]

[Challenge.NoStaminaRegeneration]: string = "No Stamina Regeneration"

[Challenge.NoStartingItems]

[Challenge.NoStartingItems]: string = "No Starting Items"

[Challenge.PermanentlyBleeding]

[Challenge.PermanentlyBleeding]: string = "Permanently Bleeding"

[Challenge.PermanentlyBurning]

[Challenge.PermanentlyBurning]: string = "Permanently Burning"

[Challenge.PermanentlyPoisoned]

[Challenge.PermanentlyPoisoned]: string = "Permanently Poisoned"

[Challenge.StartingMalignity]

[Challenge.StartingMalignity]: string = "{0} Starting Malignity"

[Challenge.ThirstRate]

[Challenge.ThirstRate]: string = "{0}x Thirst Rate"

Const changelogSections

changelogSections: object

[ChangelogSection.Balance]

[ChangelogSection.Balance]: string = "Balance"

[ChangelogSection.Bug]

[ChangelogSection.Bug]: string = "Bug Fixes"

[ChangelogSection.Improvement]

[ChangelogSection.Improvement]: string = "Improvements"

[ChangelogSection.Mod]

[ChangelogSection.Mod]: string = "Mods"

[ChangelogSection.Modding]

[ChangelogSection.Modding]: string = "Modding"

[ChangelogSection.New]

[ChangelogSection.New]: string = "New"

[ChangelogSection.Technical]

[ChangelogSection.Technical]: string = "Technical"

Const characterSorts

characterSorts: object

[CharacterSort.LastUse]

[CharacterSort.LastUse]: string = "Last Use"

[CharacterSort.Name]

[CharacterSort.Name]: string = "Name"

[CharacterSort.UseCount]

[CharacterSort.UseCount]: string = "Times Used"

Const clientData

clientData: object

[ClientDataType.ExploredMap]

[ClientDataType.ExploredMap]: ExploredMapClientData = ExploredMapClientData

[ClientDataType.NewUi]

[ClientDataType.NewUi]: NewUiData = NewUiData

Const coastalMapGen

coastalMapGen: object

generate

generate: generate

postProcess

postProcess: postProcess

Const colorSegment

colorSegment: object

regex

regex: RegExp = /^#/

handle

  • Parameters

    • _: RegExpMatchArray
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IColorSection[]

Const command

command: object

callback

callback: unbanCommand = unbanCommand

type

type: Unban = Command.Unban

canUse

  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • canUse(player: Player): boolean
  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    Returns boolean

Const commands

commands: object

[Command.Backup]

[Command.Backup]: string = "backup"

[Command.Ban]

[Command.Ban]: string = "ban"

[Command.Banned]

[Command.Banned]: string = "banned"

[Command.Commands]

[Command.Commands]: string = "commands"

[Command.Kick]

[Command.Kick]: string = "kick"

[Command.Pause]

[Command.Pause]: string = "pause"

[Command.Ping]

[Command.Ping]: string = "ping"

[Command.Players]

[Command.Players]: string = "players"

[Command.Save]

[Command.Save]: string = "save"

[Command.Sync]

[Command.Sync]: string = "sync"

[Command.Unban]

[Command.Unban]: string = "unban"

Const conditionalSegment

conditionalSegment: object

Uses an argument to determine whether to show one of two segments. If the argument is truthy, returns any content in the segment after the ? and before the :. If the argument is falsey, returns any content in the segment after the :. The colon is optional; if not provided, falsey = empty string.

  • "{0?hi}"
    • When given [true], => "hi"
    • When given [false], => ""
    • When given [], => ""
  • `"{test?hi:bye}"
    • When given [{test: true}], => "hi"
    • When given [{test: false}], => "bye"
    • When given [], => "bye"

regex

regex: RegExp = /^([a-zA-Z0-9_-]+(?:\.[a-zA-Z0-9_-]+)*)\?/

handle

  • Parameters

    • __namedParameters: [undefined, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const conditionalTranslationSegment

conditionalTranslationSegment: object

regex

regex: RegExp = /^([a-zA-Z0-9_-]+):(.*?)(?::(random|\d+))?(?::\((.*)\))?\?/

handle

  • handle(__namedParameters: [string, string, string, string, string], segment: string, api: ISegmentApi, ...args: any[]): IStringSection[]
  • Parameters

    • __namedParameters: [string, string, string, string, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const config

config: object

iceServers

iceServers: { urls: string }[] = [{urls: "stun:stun.services.mozilla.com",},{urls: "stun:stun.l.google.com:19302",},{urls: "stun:stun1.l.google.com:19302",},{urls: "stun:stun.stunprotocol.org:3478",},]

Const corpses

corpses: object

[CreatureType.FireElemental]

[CreatureType.FireElemental]: string = "pile of embers"

Const craftEfficacies

craftEfficacies: object

[CraftEfficacy.High]

[CraftEfficacy.High]: string = "great"

[CraftEfficacy.Highest]

[CraftEfficacy.Highest]: string = "maximum"

[CraftEfficacy.Low]

[CraftEfficacy.Low]: string = "decent"

[CraftEfficacy.Lowest]

[CraftEfficacy.Lowest]: string = "poor"

[CraftEfficacy.Medium]

[CraftEfficacy.Medium]: string = "good"

Const craftingChances

craftingChances: object

[RecipeLevel.Advanced]

[RecipeLevel.Advanced]: number = 60

[RecipeLevel.Expert]

[RecipeLevel.Expert]: number = 85

[RecipeLevel.Intermediate]

[RecipeLevel.Intermediate]: number = 25

[RecipeLevel.Simple]

[RecipeLevel.Simple]: number = 0

Const creatures

creatures: object

[CreatureType.AcidSpitterDemon]

[CreatureType.AcidSpitterDemon]: [string, string] = ["acid spitter demon", "A small, but fierce demonic-looking creature with sharp claws. Appears to spit an acidic fluid."]

[CreatureType.AntelopeJackrabbit]

[CreatureType.AntelopeJackrabbit]: [string, string] = ["antelope jackrabbit", "A hare with formidable speed and agility. It is visually striking with its pointed ears and long muscular frame."]

[CreatureType.ArcticHare]

[CreatureType.ArcticHare]: [string, string] = ["arctic hare", "A species of hare that is very fast and is highly adapted to living in the arctic and other icy biomes."]

[CreatureType.ArcticWolf]

[CreatureType.ArcticWolf]: [string, string] = ["arctic wolf", "A wolf unconcerned with your presence, its stark coat glistening as it moves."]

[CreatureType.Bear]

[CreatureType.Bear]: [string, string] = ["bear", "A hulking carnivorous mammal attracted to your scent. A deadly foe without protection."]

[CreatureType.Blindfish]

[CreatureType.Blindfish]: [string, string] = ["blindfish", "A cave-dwelling, sightless fish. Hard to see in detail within the murky depths."]

[CreatureType.Bogling]

[CreatureType.Bogling]: [string, string] = ["bogling", "A foul, sulphurous-smelling writhing mass of vegetation, seemingly animated and alive."]

[CreatureType.Chicken]

[CreatureType.Chicken]: [string, string] = ["chicken", "A flightless fowl that seems fearful of your presence. Produces feathers, eggs, meat, and more."]

[CreatureType.ClawWorm]

[CreatureType.ClawWorm]: [string, string] = ["claw worm", "A wriggling creature with a massive claw-mouth, spawned forth from the ground due to vibrations caused by your gathering."]

[CreatureType.Cod]

[CreatureType.Cod]: [string, string] = ["cod", "A common ocean fish, known for its nutritionally-dense, flaky white flesh."]

[CreatureType.Drake]

[CreatureType.Drake]: [string, string] = ["drake", "A massive flightless lizard-dragon with large scales and the ability to breath fire. A fearsome foe."]

[CreatureType.FireElemental]

[CreatureType.FireElemental]: [string, string] = ["fire elemental", "A creature that is seemingly composed of only fire. Appears to spread fire and destruction in its wake."]

[CreatureType.GiantRat]

[CreatureType.GiantRat]: [string, string] = ["giant rat", "A rat of unusual size with sharp claws and piercing teeth. Keep at a distance without equipment."]

[CreatureType.GiantSpider]

[CreatureType.GiantSpider]: [string, string] = ["giant spider", "A gangly, frightful arachnid with the ability to poison you."]

[CreatureType.Goat]

[CreatureType.Goat]: [string, string] = ["goat", "A hardy ruminant animal that has horns. A frisky, lively creature, but dangerous when provoked, ramming at its target with much force."]

[CreatureType.GreyWolf]

[CreatureType.GreyWolf]: [string, string] = ["grey wolf", "A tall canid animal. Able to tear into flesh with vicious abandon."]

[CreatureType.Harpy]

[CreatureType.Harpy]: [string, string] = ["harpy", "A large and unusual avian creature. Hostile to your presence."]

[CreatureType.Hobgoblin]

[CreatureType.Hobgoblin]: [string, string] = ["hobgoblin", "An odd-looking humanoid. Dislikes your presence and appears to know how to use traps."]

[CreatureType.IceElemental]

[CreatureType.IceElemental]: [string, string] = ["ice elemental", "A towering mass of ice chunks, somehow animated and levitating together with hostile intent."]

[CreatureType.IceWitch]

[CreatureType.IceWitch]: [string, string] = ["ice witch", "A lithe, but domineering figure, glittering with frost and entombed in icy flesh."]

[CreatureType.Imp]

[CreatureType.Imp]: [string, string] = ["imp", "An odd hovering creature with thick wrinkled skin and sharp claws."]

[CreatureType.JellyCube]

[CreatureType.JellyCube]: [string, string] = ["jelly cube", "An animated cube of gelatin. Its body jiggles to-and-fro as it moves towards you with hostile intent."]

[CreatureType.Kraken]

[CreatureType.Kraken]: [string, string] = ["kraken", "A wiry mass of thick tentacles, this lumbering sea-giant is angered by your existence."]

[CreatureType.LavaBeetle]

[CreatureType.LavaBeetle]: [string, string] = ["lava beetle", "A horned beetle with a large abdomen, filled with liquid magma."]

[CreatureType.LivingMushroom]

[CreatureType.LivingMushroom]: [string, string] = ["living mushroom", "A living mycological abomination. It appears to have a vengeful attitude towards you."]

[CreatureType.LivingRock]

[CreatureType.LivingRock]: [string, string] = ["living rock", "A massive pile of rocks and minerals that appears to be alive, or semi-aware at least."]

[CreatureType.Mudskipper]

[CreatureType.Mudskipper]: [string, string] = ["mudskipper", "A slippery fish that appears to come to land for feeding. Its bulgy eyes and a large gaping mouth make it quite the sight."]

[CreatureType.Penguin]

[CreatureType.Penguin]: [string, string] = ["penguin", "A slow moving blubbery flightless bird. Its countershaded black and white plumage give it a distinct look."]

[CreatureType.PirateGhost]

[CreatureType.PirateGhost]: [string, string] = ["pirate ghost", "A glowing, ethereal visage of a pirate. It appears to be able to manifest a physical weapon to attack you."]

[CreatureType.PolarBear]

[CreatureType.PolarBear]: [string, string] = ["polar bear", "A hypercarnivorous white bear known for its fast swimming talent and ability to resist cold temperatures."]

[CreatureType.Rabbit]

[CreatureType.Rabbit]: [string, string] = ["rabbit", "A fast moving, peaceful herbivorous mammal. Useful for a good meal or as a pet."]

[CreatureType.Rat]

[CreatureType.Rat]: [string, string] = ["rat", "A small and scurrying rodent. Afraid of predators, it will try to escape your grasp."]

[CreatureType.Rattlesnake]

[CreatureType.Rattlesnake]: [string, string] = ["rattlesnake", "A dangerous rattling predator of the desert. The rattlesnake warns you with its vibrating tail as you pass by it."]

[CreatureType.RedSnapper]

[CreatureType.RedSnapper]: [string, string] = ["red snapper", "A massive snapper lurks below; this variation is known for its red hue and is a much sought-after game fish and food source."]

[CreatureType.Sandcat]

[CreatureType.Sandcat]: [string, string] = ["sandcat", "A small, but ferocious feline that lives exclusively in desert areas."]

[CreatureType.Scorpion]

[CreatureType.Scorpion]: [string, string] = ["scorpion", "A predatory arachnid, known for its tall segmented tail and ominous stinger."]

[CreatureType.Shark]

[CreatureType.Shark]: [string, string] = ["shark", "A large blood-thirsty cartilaginous sea creature. Its fin juts from the waters, taunting you."]

[CreatureType.SkeletalMage]

[CreatureType.SkeletalMage]: [string, string] = ["skeletal mage", "A robed, magic-casting skeletal humanoid. It appears to hold a wand; flicking it to cast its spells."]

[CreatureType.Skeleton]

[CreatureType.Skeleton]: [string, string] = ["skeleton", "An animated pile of human, or human-like bones."]

[CreatureType.Slime]

[CreatureType.Slime]: [string, string] = ["slime", "A bouncing globule of animated gelatin. It is not aware of your stirring."]

[CreatureType.SlitherSucker]

[CreatureType.SlitherSucker]: [string, string] = ["slither sucker", "A wriggling foreign-looking worm-like creature. Its mouth is wide and is filled with suction modules and razor sharp teeth."]

[CreatureType.Snake]

[CreatureType.Snake]: [string, string] = ["snake", "A slithering, poisonous reptile. Appears ambivalent to your encroachment."]

[CreatureType.TimeSkitter]

[CreatureType.TimeSkitter]: [string, string] = ["time skitter", "An unusual spider-like creature that appears to be able to move through solid objects and move at incredible speeds."]

[CreatureType.TrapdoorSpider]

[CreatureType.TrapdoorSpider]: [string, string] = ["trapdoor spider", "A large spider that appeared from an underground dwelling as you stumbled over it."]

[CreatureType.VampireBat]

[CreatureType.VampireBat]: [string, string] = ["vampire bat", "A flying mammal with large rubbery wings. Appears to have a penchant for human blood."]

[CreatureType.Walleye]

[CreatureType.Walleye]: [string, string] = ["walleye", "A decent sized freshwater fish, known for its olive and gold coloration and pronounced dorsal fin."]

[CreatureType.Wisp]

[CreatureType.Wisp]: [string, string] = ["wisp", "A magical glowing orb of ghostly blue fire, playfully moving among the trees. A rare sight indeed!"]

[CreatureType.Zombie]

[CreatureType.Zombie]: [string, string] = ["zombie", "A slow, but strong foul-smelling undead or diseased human. Appears to dislike the sun."]

Const damageTypes

damageTypes: object

[DamageType.Blunt]

[DamageType.Blunt]: string = "blunt"

[DamageType.Fire]

[DamageType.Fire]: string = "fire"

[DamageType.Piercing]

[DamageType.Piercing]: string = "piercing"

[DamageType.Slashing]

[DamageType.Slashing]: string = "slashing"

[DamageType.True]

[DamageType.True]: string = "true"

Const dayQuarterMap

dayQuarterMap: object

[DayQuarter.Day1]

[DayQuarter.Day1]: Message = Message.DayQuarter1

[DayQuarter.Day2]

[DayQuarter.Day2]: Message = Message.DayQuarter2

[DayQuarter.Day3]

[DayQuarter.Day3]: Message = Message.DayQuarter3

[DayQuarter.Day4]

[DayQuarter.Day4]: Message = Message.DayQuarter4

[DayQuarter.Night1]

[DayQuarter.Night1]: Message = Message.NightQuarter1

[DayQuarter.Night2]

[DayQuarter.Night2]: Message = Message.NightQuarter2

[DayQuarter.Night3]

[DayQuarter.Night3]: Message = Message.NightQuarter3

[DayQuarter.Night4]

[DayQuarter.Night4]: Message = Message.NightQuarter4

Const defaultBindings

defaultBindings: object

[Bindable.DeveloperReloadAndContinueGame]

[Bindable.DeveloperReloadAndContinueGame]: IInput[] = [key("F5", "Ctrl")]

[Bindable.DeveloperReloadGame]

[Bindable.DeveloperReloadGame]: IInput[] = [key("F5")]

[Bindable.DeveloperReloadStylesheets]

[Bindable.DeveloperReloadStylesheets]: IInput[] = [key("F6")]

[Bindable.DeveloperToggleDeveloperMode]

[Bindable.DeveloperToggleDeveloperMode]: IInput[] = [key("F9")]

[Bindable.DeveloperToggleDeveloperTools]

[Bindable.DeveloperToggleDeveloperTools]: IInput[] = [key("F10")]

[Bindable.DialogCloseAll]

[Bindable.DialogCloseAll]: IInput[] = [key("Backquote")]

[Bindable.DialogCrafting]

[Bindable.DialogCrafting]: IInput[] = [key("KeyC")]

[Bindable.DialogDismantle]

[Bindable.DialogDismantle]: IInput[] = [key("KeyX")]

[Bindable.DialogEquipment]

[Bindable.DialogEquipment]: IInput[] = [key("KeyE")]

[Bindable.DialogHelp]

[Bindable.DialogHelp]: IInput[] = [key("Slash"), key("F1")]

[Bindable.DialogInventory]

[Bindable.DialogInventory]: IInput[] = [key("KeyI")]

[Bindable.DialogMessagesChatFocus]

[Bindable.DialogMessagesChatFocus]: IInput[] = [key("Enter")]

[Bindable.DialogMessages]

[Bindable.DialogMessages]: IInput[] = [key("KeyM")]

[Bindable.DialogMilestones]

[Bindable.DialogMilestones]: IInput[] = [key("KeyZ")]

[Bindable.DialogNotes]

[Bindable.DialogNotes]: IInput[] = [key("KeyN")]

[Bindable.DialogOptions]

[Bindable.DialogOptions]: IInput[] = [key("KeyO")]

[Bindable.DialogQuests]

[Bindable.DialogQuests]: IInput[] = [key("KeyU")]

[Bindable.DialogSkills]

[Bindable.DialogSkills]: IInput[] = [key("KeyV")]

[Bindable.GameActions]

[Bindable.GameActions]: IInput[] = [key("KeyQ"), mouse(2)]

[Bindable.GameContextMenu10]

[Bindable.GameContextMenu10]: IInput[] = [key("Digit0")]

[Bindable.GameContextMenu11]

[Bindable.GameContextMenu11]: IInput[] = [key("Minus")]

[Bindable.GameContextMenu12]

[Bindable.GameContextMenu12]: IInput[] = [key("Equal")]

[Bindable.GameContextMenu13]

[Bindable.GameContextMenu13]: IInput[] = [key("Digit1", "Shift")]

[Bindable.GameContextMenu14]

[Bindable.GameContextMenu14]: IInput[] = [key("Digit2", "Shift")]

[Bindable.GameContextMenu15]

[Bindable.GameContextMenu15]: IInput[] = [key("Digit3", "Shift")]

[Bindable.GameContextMenu16]

[Bindable.GameContextMenu16]: IInput[] = [key("Digit4", "Shift")]

[Bindable.GameContextMenu17]

[Bindable.GameContextMenu17]: IInput[] = [key("Digit5", "Shift")]

[Bindable.GameContextMenu18]

[Bindable.GameContextMenu18]: IInput[] = [key("Digit6", "Shift")]

[Bindable.GameContextMenu19]

[Bindable.GameContextMenu19]: IInput[] = [key("Digit7", "Shift")]

[Bindable.GameContextMenu1]

[Bindable.GameContextMenu1]: IInput[] = [key("Digit1")]

[Bindable.GameContextMenu20]

[Bindable.GameContextMenu20]: IInput[] = [key("Digit8", "Shift")]

[Bindable.GameContextMenu21]

[Bindable.GameContextMenu21]: IInput[] = [key("Digit9", "Shift")]

[Bindable.GameContextMenu22]

[Bindable.GameContextMenu22]: IInput[] = [key("Digit0", "Shift")]

[Bindable.GameContextMenu23]

[Bindable.GameContextMenu23]: IInput[] = [key("Minus", "Shift")]

[Bindable.GameContextMenu24]

[Bindable.GameContextMenu24]: IInput[] = [key("Equal", "Shift")]

[Bindable.GameContextMenu2]

[Bindable.GameContextMenu2]: IInput[] = [key("Digit2")]

[Bindable.GameContextMenu3]

[Bindable.GameContextMenu3]: IInput[] = [key("Digit3")]

[Bindable.GameContextMenu4]

[Bindable.GameContextMenu4]: IInput[] = [key("Digit4")]

[Bindable.GameContextMenu5]

[Bindable.GameContextMenu5]: IInput[] = [key("Digit5")]

[Bindable.GameContextMenu6]

[Bindable.GameContextMenu6]: IInput[] = [key("Digit6")]

[Bindable.GameContextMenu7]

[Bindable.GameContextMenu7]: IInput[] = [key("Digit7")]

[Bindable.GameContextMenu8]

[Bindable.GameContextMenu8]: IInput[] = [key("Digit8")]

[Bindable.GameContextMenu9]

[Bindable.GameContextMenu9]: IInput[] = [key("Digit9")]

[Bindable.GameFaceDirection]

[Bindable.GameFaceDirection]: IInput[] = [mouse(0, "Shift")]

[Bindable.GameFaceDown]

[Bindable.GameFaceDown]: IInput[] = [key("KeyS", "Shift")]

[Bindable.GameFaceLeft]

[Bindable.GameFaceLeft]: IInput[] = [key("KeyA", "Shift")]

[Bindable.GameFaceRight]

[Bindable.GameFaceRight]: IInput[] = [key("KeyD", "Shift")]

[Bindable.GameFaceUp]

[Bindable.GameFaceUp]: IInput[] = [key("KeyW", "Shift")]

[Bindable.GameFullscreen]

[Bindable.GameFullscreen]: IInput[] = [key("F11"), key("Enter", "Alt")]

[Bindable.GameHandToggleLeft]

[Bindable.GameHandToggleLeft]: IInput[] = [key("BracketLeft")]

[Bindable.GameHandToggleRight]

[Bindable.GameHandToggleRight]: IInput[] = [key("BracketRight")]

[Bindable.GameIdle]

[Bindable.GameIdle]: IInput[] = [key("Space")]

[Bindable.GameInspect]

[Bindable.GameInspect]: IInput[] = [mouse(2, "Shift")]

[Bindable.GameItemDropAll]

[Bindable.GameItemDropAll]: IInput[] = [key("KeyQ", "Ctrl")]

[Bindable.GameItemDrop]

[Bindable.GameItemDrop]: IInput[] = [mouse(2, "Shift"), key("KeyQ")]

[Bindable.GameItemEquipToggle]

[Bindable.GameItemEquipToggle]: IInput[] = [key("KeyE")]

[Bindable.GameItemMenu]

[Bindable.GameItemMenu]: (IInput | IInput[])[] = [mouse(2), doublePress(mouse(0))]

[Bindable.GameItemMoveAll]

[Bindable.GameItemMoveAll]: IInput[] = [mouse(0, "Ctrl")]

[Bindable.GameItemMove]

[Bindable.GameItemMove]: IInput[] = [mouse(0)]

[Bindable.GameItemProtectToggle]

[Bindable.GameItemProtectToggle]: IInput[] = [key("KeyP")]

[Bindable.GameItemQuickMoveAll]

[Bindable.GameItemQuickMoveAll]: IInput[] = [mouse(0, "Shift", "Ctrl")]

[Bindable.GameItemQuickMove]

[Bindable.GameItemQuickMove]: IInput[] = [mouse(0, "Shift")]

[Bindable.GameMoreInformation]

[Bindable.GameMoreInformation]: IInput[] = [key("ShiftLeft"), key("ShiftRight")]

[Bindable.GameMoveDirection]

[Bindable.GameMoveDirection]: IInput[] = [mouse(0)]

[Bindable.GameMoveDown]

[Bindable.GameMoveDown]: IInput[] = [key("KeyS")]

[Bindable.GameMoveLeft]

[Bindable.GameMoveLeft]: IInput[] = [key("KeyA")]

[Bindable.GameMoveRight]

[Bindable.GameMoveRight]: IInput[] = [key("KeyD")]

[Bindable.GameMoveToTileCancel]

[Bindable.GameMoveToTileCancel]: IInput[] = [mouse(2)]

[Bindable.GameMoveToTilePreview]

[Bindable.GameMoveToTilePreview]: IInput[] = [key("ControlLeft")]

[Bindable.GameMoveToTile]

[Bindable.GameMoveToTile]: IInput[] = [mouse(0, "Ctrl"), mouse(1)]

[Bindable.GameMoveUp]

[Bindable.GameMoveUp]: IInput[] = [key("KeyW")]

[Bindable.GamePause]

[Bindable.GamePause]: IInput[] = [key("Escape")]

[Bindable.GameQuickSlot1]

[Bindable.GameQuickSlot1]: IInput[] = [key("Digit1")]

[Bindable.GameQuickSlot2]

[Bindable.GameQuickSlot2]: IInput[] = [key("Digit2")]

[Bindable.GameQuickSlot3]

[Bindable.GameQuickSlot3]: IInput[] = [key("Digit3")]

[Bindable.GameQuickSlot4]

[Bindable.GameQuickSlot4]: IInput[] = [key("Digit4")]

[Bindable.GameQuickSlot5]

[Bindable.GameQuickSlot5]: IInput[] = [key("Digit5")]

[Bindable.GameQuickSlot6]

[Bindable.GameQuickSlot6]: IInput[] = [key("Digit6")]

[Bindable.GameQuickSlot7]

[Bindable.GameQuickSlot7]: IInput[] = [key("Digit7")]

[Bindable.GameQuickSlot8]

[Bindable.GameQuickSlot8]: IInput[] = [key("Digit8")]

[Bindable.GameQuickSlot9]

[Bindable.GameQuickSlot9]: IInput[] = [key("Digit9")]

[Bindable.GameQuickSlotClear]

[Bindable.GameQuickSlotClear]: IInput[] = [key("KeyX")]

[Bindable.GameQuickSlotToggle1]

[Bindable.GameQuickSlotToggle1]: IInput[] = [key("Digit1", "Shift")]

[Bindable.GameQuickSlotToggle2]

[Bindable.GameQuickSlotToggle2]: IInput[] = [key("Digit2", "Shift")]

[Bindable.GameQuickSlotToggle3]

[Bindable.GameQuickSlotToggle3]: IInput[] = [key("Digit3", "Shift")]

[Bindable.GameQuickSlotToggle4]

[Bindable.GameQuickSlotToggle4]: IInput[] = [key("Digit4", "Shift")]

[Bindable.GameQuickSlotToggle5]

[Bindable.GameQuickSlotToggle5]: IInput[] = [key("Digit5", "Shift")]

[Bindable.GameQuickSlotToggle6]

[Bindable.GameQuickSlotToggle6]: IInput[] = [key("Digit6", "Shift")]

[Bindable.GameQuickSlotToggle7]

[Bindable.GameQuickSlotToggle7]: IInput[] = [key("Digit7", "Shift")]

[Bindable.GameQuickSlotToggle8]

[Bindable.GameQuickSlotToggle8]: IInput[] = [key("Digit8", "Shift")]

[Bindable.GameQuickSlotToggle9]

[Bindable.GameQuickSlotToggle9]: IInput[] = [key("Digit9", "Shift")]

[Bindable.GameSave]

[Bindable.GameSave]: IInput[] = [key("KeyS", "Ctrl")]

[Bindable.GameScreenshotMode]

[Bindable.GameScreenshotMode]: IInput[] = [key("F2")]

[Bindable.GameZoomIn]

[Bindable.GameZoomIn]: IInput[] = [scroll("Up")]

[Bindable.GameZoomOut]

[Bindable.GameZoomOut]: IInput[] = [scroll("Down")]

[Bindable.MenuCancel]

[Bindable.MenuCancel]: IInput[] = [key("Escape"), key("Backspace")]

[Bindable.MenuContextMenu]

[Bindable.MenuContextMenu]: (IInput | IInput[])[] = [mouse(2), doublePress(mouse(0))]

[Bindable.MenuDown]

[Bindable.MenuDown]: IInput[] = [key("ArrowDown")]

[Bindable.MenuEnter]

[Bindable.MenuEnter]: IInput[] = [key("Enter"), key("Space")]

[Bindable.MenuLeft]

[Bindable.MenuLeft]: IInput[] = [key("ArrowLeft")]

[Bindable.MenuNext]

[Bindable.MenuNext]: IInput[] = [key("Tab")]

[Bindable.MenuPrevious]

[Bindable.MenuPrevious]: IInput[] = [key("Tab", "Shift")]

[Bindable.MenuRight]

[Bindable.MenuRight]: IInput[] = [key("ArrowRight")]

[Bindable.MenuSelect]

[Bindable.MenuSelect]: IInput[] = [mouse(2), key("KeyS")]

[Bindable.MenuUp]

[Bindable.MenuUp]: IInput[] = [key("ArrowUp")]

[Bindable.None]

[Bindable.None]: never[] = []

Const defaultSourceFilter

defaultSourceFilter: object

disabledFileSources

disabledFileSources: ("Chat" | "Creature" | "Game" | "Multiplayer" | "Mod" | "ActionManager" | "Audio" | "BaseMod" | "ClientMessage" | "CommandManager" | "CorpseManager" | "CreatureManager" | "DailyChallenge" | "DoodadManager" | "EnumManager" | "FlowFieldManager" | "HookManager" | "Input" | "InputManager" | "InterModRegistryManager" | "ItemManager" | "Languages" | "MapGen" | "Matchmaking" | "MatchmakingServer" | "Message" | "Mods" | "NewUi" | "NPC" | "NPCManager" | "Packet" | "Player" | "PlayerManager" | "Reflow" | "Renderer" | "ResourceLoader" | "SaveManager" | "Serializer" | "Shaders" | "SshCommandManager" | "SshServer" | "Steamworks" | "TemperatureManager" | "TileEventManager" | "TileUpdate" | "Trello" | "Ui" | "Utilities" | "WebAssembly" | "WebRTCConnection" | "WebSocketConnection" | "World")[] = Array.from(OPT_IN_SOURCES)

disabledSources

disabledSources: ("Chat" | "Creature" | "Game" | "Multiplayer" | "Mod" | "ActionManager" | "Audio" | "BaseMod" | "ClientMessage" | "CommandManager" | "CorpseManager" | "CreatureManager" | "DailyChallenge" | "DoodadManager" | "EnumManager" | "FlowFieldManager" | "HookManager" | "Input" | "InputManager" | "InterModRegistryManager" | "ItemManager" | "Languages" | "MapGen" | "Matchmaking" | "MatchmakingServer" | "Message" | "Mods" | "NewUi" | "NPC" | "NPCManager" | "Packet" | "Player" | "PlayerManager" | "Reflow" | "Renderer" | "ResourceLoader" | "SaveManager" | "Serializer" | "Shaders" | "SshCommandManager" | "SshServer" | "Steamworks" | "TemperatureManager" | "TileEventManager" | "TileUpdate" | "Trello" | "Ui" | "Utilities" | "WebAssembly" | "WebRTCConnection" | "WebSocketConnection" | "World")[] = Array.from(OPT_IN_SOURCES)

miscSourceFilter

miscSourceFilter: string = ""

Const defense

defense: object

color

color: string = "var(--color-attribute-defense)"

displayOrder

displayOrder: number = 3

displayType

displayType: Attribute = StatDisplayType.Attribute

getFormatted

tooltip

Const descriptions

descriptions: object

[Hook.OnBuild]

[Hook.OnBuild]: HookCallFactory<OnBuild, any> = new HookCallFactory(Hook.OnBuild)

[Hook.OnCraft]

[Hook.OnCraft]: HookCallFactory<OnCraft, any> = new HookCallFactory(Hook.OnCraft)

[Hook.OnCreateWorld]

[Hook.OnCreateWorld]: HookCallFactory<OnCreateWorld, any> = new HookCallFactory(Hook.OnCreateWorld)

[Hook.OnCreatureDamage]

[Hook.OnCreatureDamage]: HookCallFactory<OnCreatureDamage, any> = new HookCallFactory(Hook.OnCreatureDamage)

[Hook.OnCreatureDeath]

[Hook.OnCreatureDeath]: HookCallFactory<OnCreatureDeath, any> = new HookCallFactory(Hook.OnCreatureDeath)

[Hook.OnCreatureSpawn]

[Hook.OnCreatureSpawn]: HookCallFactory<OnCreatureSpawn, any> = new HookCallFactory(Hook.OnCreatureSpawn)

[Hook.OnCreatureTamed]

[Hook.OnCreatureTamed]: HookCallFactory<OnCreatureTamed, any> = new HookCallFactory(Hook.OnCreatureTamed)

[Hook.OnDigTreasure]

[Hook.OnDigTreasure]: HookCallFactory<OnDigTreasure, any> = new HookCallFactory(Hook.OnDigTreasure)

[Hook.OnDisplayMessage]

[Hook.OnDisplayMessage]: HookCallFactory<OnDisplayMessage, any> = new HookCallFactory(Hook.OnDisplayMessage)

[Hook.OnDoodadSpawn]

[Hook.OnDoodadSpawn]: HookCallFactory<OnDoodadSpawn, any> = new HookCallFactory(Hook.OnDoodadSpawn)

[Hook.OnEntityKill]

[Hook.OnEntityKill]: HookCallFactory<OnEntityKill, any> = new HookCallFactory(Hook.OnEntityKill)

[Hook.OnGameScreenVisible]

[Hook.OnGameScreenVisible]: HookCallFactory<OnGameScreenVisible, any> = new HookCallFactory(Hook.OnGameScreenVisible)

[Hook.OnGameStart]

[Hook.OnGameStart]: HookCallFactory<OnGameStart, any> = new HookCallFactory(Hook.OnGameStart)

[Hook.OnGameTickEnd]

[Hook.OnGameTickEnd]: HookCallFactory<OnGameTickEnd, any> = new HookCallFactory(Hook.OnGameTickEnd)

[Hook.OnGameTickStart]

[Hook.OnGameTickStart]: HookCallFactory<OnGameTickStart, any> = new HookCallFactory(Hook.OnGameTickStart)

[Hook.OnHumanSkillChange]

[Hook.OnHumanSkillChange]: HookCallFactory<OnHumanSkillChange, any> = new HookCallFactory(Hook.OnHumanSkillChange)

[Hook.OnItemDamage]

[Hook.OnItemDamage]: HookCallFactory<OnItemDamage, any> = new HookCallFactory(Hook.OnItemDamage).setExpectedResult(TypeFlag.Number)

[Hook.OnItemEquip]

[Hook.OnItemEquip]: HookCallFactory<OnItemEquip, any> = new HookCallFactory(Hook.OnItemEquip)

[Hook.OnItemQuickslot]

[Hook.OnItemQuickslot]: HookCallFactory<OnItemQuickslot, any> = new HookCallFactory(Hook.OnItemQuickslot)

[Hook.OnLanguageChange]

[Hook.OnLanguageChange]: HookCallFactory<OnLanguageChange, any> = new HookCallFactory(Hook.OnLanguageChange)

[Hook.OnMoveDirectionUpdate]

[Hook.OnMoveDirectionUpdate]: HookCallFactory<OnMoveDirectionUpdate, any> = new HookCallFactory(Hook.OnMoveDirectionUpdate)

[Hook.OnMove]

[Hook.OnMove]: HookCallFactory<OnMove, any> = new HookCallFactory(Hook.OnMove).setExpectedResult(TypeFlag.Boolean)

[Hook.OnNPCDamage]

[Hook.OnNPCDamage]: HookCallFactory<OnNPCDamage, any> = new HookCallFactory(Hook.OnNPCDamage).setExpectedResult(TypeFlag.Number)

[Hook.OnNPCDeath]

[Hook.OnNPCDeath]: HookCallFactory<OnNPCDeath, any> = new HookCallFactory(Hook.OnNPCDeath).setExpectedResult(TypeFlag.Boolean)

[Hook.OnNPCSpawn]

[Hook.OnNPCSpawn]: HookCallFactory<OnNPCSpawn, any> = new HookCallFactory(Hook.OnNPCSpawn)

[Hook.OnOpenBook]

[Hook.OnOpenBook]: HookCallFactory<OnOpenBook, any> = new HookCallFactory(Hook.OnOpenBook)

[Hook.OnPickupDoodad]

[Hook.OnPickupDoodad]: HookCallFactory<OnPickupDoodad, any> = new HookCallFactory(Hook.OnPickupDoodad)

[Hook.OnPlayerJoin]

[Hook.OnPlayerJoin]: HookCallFactory<OnPlayerJoin, any> = new HookCallFactory(Hook.OnPlayerJoin)

[Hook.OnPlayerLeave]

[Hook.OnPlayerLeave]: HookCallFactory<OnPlayerLeave, any> = new HookCallFactory(Hook.OnPlayerLeave)

[Hook.OnQueueSoundEffect]

[Hook.OnQueueSoundEffect]: HookCallFactory<OnQueueSoundEffect, any> = new HookCallFactory(Hook.OnQueueSoundEffect).setExpectedResult(TypeFlag.Number | TypeFlag.Boolean)

[Hook.OnReadMap]

[Hook.OnReadMap]: HookCallFactory<OnReadMap, any> = new HookCallFactory(Hook.OnReadMap)

[Hook.OnRenderOverlay]

[Hook.OnRenderOverlay]: HookCallFactory<OnRenderOverlay, any> = new HookCallFactory(Hook.OnRenderOverlay)

[Hook.OnSailToCivilization]

[Hook.OnSailToCivilization]: HookCallFactory<OnSailToCivilization, any> = new HookCallFactory(Hook.OnSailToCivilization)

[Hook.OnSpawnCreatureFromGroup]

[Hook.OnSpawnCreatureFromGroup]: HookCallFactory<OnSpawnCreatureFromGroup, any> = new HookCallFactory(Hook.OnSpawnCreatureFromGroup).setExpectedResult(TypeFlag.Boolean)

[Hook.OnTurnEnd]

[Hook.OnTurnEnd]: HookCallFactory<OnTurnEnd, any> = new HookCallFactory(Hook.OnTurnEnd)

[Hook.OnTurnStart]

[Hook.OnTurnStart]: HookCallFactory<OnTurnStart, any> = new HookCallFactory(Hook.OnTurnStart)

[Hook.OnUpdateWeight]

[Hook.OnUpdateWeight]: HookCallFactory<OnUpdateWeight, any> = new HookCallFactory(Hook.OnUpdateWeight).setExpectedResult(TypeFlag.Number)

[Hook.OnWriteNote]

[Hook.OnWriteNote]: HookCallFactory<OnWriteNote, any> = new HookCallFactory(Hook.OnWriteNote).setExpectedResult(TypeFlag.False).setReduceStrategy(ReduceStrategy.First)

[Hook.OnWrittenNote]

[Hook.OnWrittenNote]: HookCallFactory<OnWrittenNote, any> = new HookCallFactory(Hook.OnWrittenNote)

[Hook.PostExecuteAction]

[Hook.PostExecuteAction]: HookCallFactory<PostExecuteAction, any> = new HookCallFactory(Hook.PostExecuteAction)

[Hook.PostFieldOfView]

[Hook.PostFieldOfView]: HookCallFactory<PostFieldOfView, any> = new HookCallFactory(Hook.PostFieldOfView)

[Hook.PostGenerateWorld]

[Hook.PostGenerateWorld]: HookCallFactory<PostGenerateWorld, any> = new HookCallFactory(Hook.PostGenerateWorld)

[Hook.PostRenderPostProcess]

[Hook.PostRenderPostProcess]: HookCallFactory<PostRenderPostProcess, any> = new HookCallFactory(Hook.PostRenderPostProcess)

[Hook.PostRenderWorld]

[Hook.PostRenderWorld]: HookCallFactory<PostRenderWorld, any> = new HookCallFactory(Hook.PostRenderWorld)

[Hook.PostRender]

[Hook.PostRender]: HookCallFactory<PostRender, any> = new HookCallFactory(Hook.PostRender)

[Hook.PreExecuteAction]

[Hook.PreExecuteAction]: HookCallFactory<PreExecuteAction, any> = new HookCallFactory(Hook.PreExecuteAction).setExpectedResult(TypeFlag.Boolean)

[Hook.PreExecuteCommand]

[Hook.PreExecuteCommand]: HookCallFactory<PreExecuteCommand, any> = new HookCallFactory(Hook.PreExecuteCommand).setExpectedResult(TypeFlag.Boolean)

[Hook.PreLoadWorldDifferences]

[Hook.PreLoadWorldDifferences]: HookCallFactory<PreLoadWorldDifferences, any> = new HookCallFactory(Hook.PreLoadWorldDifferences)

[Hook.PreRenderPostProcess]

[Hook.PreRenderPostProcess]: HookCallFactory<PreRenderPostProcess, any> = new HookCallFactory(Hook.PreRenderPostProcess)

[Hook.PreRenderWorld]

[Hook.PreRenderWorld]: HookCallFactory<PreRenderWorld, any> = new HookCallFactory(Hook.PreRenderWorld)

[Hook.PreRender]

[Hook.PreRender]: HookCallFactory<PreRender, any> = new HookCallFactory(Hook.PreRender)

[Hook.ProcessInput]

[Hook.ProcessInput]: HookCallFactory<ProcessInput, any> = new HookCallFactory(Hook.ProcessInput).setExpectedResult(TypeFlag.Boolean)

[Hook.ShouldCraft]

[Hook.ShouldCraft]: HookCallFactory<ShouldCraft, any> = new HookCallFactory(Hook.ShouldCraft).setExpectedResult(TypeFlag.Boolean).setReduceStrategy(ReduceStrategy.Reduce)

[Hook.ShouldDisplayMessage]

[Hook.ShouldDisplayMessage]: HookCallFactory<ShouldDisplayMessage, any> = new HookCallFactory(Hook.ShouldDisplayMessage)

[Hook.ShouldRender]

[Hook.ShouldRender]: HookCallFactory<ShouldRender, any> = new HookCallFactory(Hook.ShouldRender).setExpectedResult(TypeFlag.Number)

[Milestone.Abnormalizer]

[Milestone.Abnormalizer]: IMilestone = increment(25, MilestoneVisibility.Invisible)

[Milestone.Artificer]

[Milestone.Artificer]: IMilestone = increment(1, MilestoneVisibility.Hidden)

[Milestone.Benevolent]

[Milestone.Benevolent]: IMilestone = check(64000)

[Milestone.Boundless]

[Milestone.Boundless]: IMilestone = check(125)

[Milestone.Challenger]

[Milestone.Challenger]: IMilestone = increment(25, MilestoneVisibility.Visible, [GameMode.Challenge])

[Milestone.Chef]

[Milestone.Chef]: IMilestone = increment(25)

[Milestone.Collector]

[Milestone.Collector]: IMilestone = counter(Enums.getLength(ItemType) - 1)

[Milestone.Contender]

[Milestone.Contender]: IMilestone = increment(1, MilestoneVisibility.Visible, [GameMode.Challenge])

[Milestone.Crafter]

[Milestone.Crafter]: IMilestone = increment(250)

[Milestone.DestroyerOfMagi]

[Milestone.DestroyerOfMagi]: IMilestone = increment(50, MilestoneVisibility.Invisible)

[Milestone.Doctor]

[Milestone.Doctor]: IMilestone = counter(3)

[Milestone.DragonSlayer]

[Milestone.DragonSlayer]: IMilestone = increment(1, MilestoneVisibility.Invisible)

[Milestone.Explorer]

[Milestone.Explorer]: IMilestone = counter(Enums.getLength(TerrainType) - 1)

[Milestone.Exterminator]

[Milestone.Exterminator]: IMilestone = increment(1000)

[Milestone.Friendly]

[Milestone.Friendly]: IMilestone = increment(25)

[Milestone.Gardener]

[Milestone.Gardener]: IMilestone = increment(50)

[Milestone.Gatherer]

[Milestone.Gatherer]: IMilestone = increment(1000)

[Milestone.Grandmaster]

[Milestone.Grandmaster]: IMilestone = check(100)

[Milestone.Helmsman]

[Milestone.Helmsman]: IMilestone = counter(Enums.getLength(BiomeType) - 1)

[Milestone.Hunter]

[Milestone.Hunter]: IMilestone = increment(100)

[Milestone.Huntsman]

[Milestone.Huntsman]: IMilestone = counter(creatureCountCanKill)

[Milestone.Locksmith]

[Milestone.Locksmith]: IMilestone = increment(10)

[Milestone.Malevolent]

[Milestone.Malevolent]: IMilestone = check(64000)

[Milestone.Merchant]

[Milestone.Merchant]: IMilestone = increment(100)

[Milestone.Multitasker]

[Milestone.Multitasker]: IMilestone = counter(Enums.getLength(SkillType) - 1)

[Milestone.Navigator]

[Milestone.Navigator]: IMilestone = increment(1)

[Milestone.Notekeeper]

[Milestone.Notekeeper]: IMilestone = check(Enums.getLength(Note))

[Milestone.Operator]

[Milestone.Operator]: IMilestone = counter(Enums.getLength(ActionType) - 2)

[Milestone.Pacifier]

[Milestone.Pacifier]: IMilestone = counter(creatureCountCanTame)

[Milestone.Prepared]

[Milestone.Prepared]: IMilestone = counter(10)

[Milestone.Pulchritudinous]

[Milestone.Pulchritudinous]: IMilestone = counter(10, MilestoneVisibility.Hidden)

[Milestone.ReaperOfSouls]

[Milestone.ReaperOfSouls]: IMilestone = increment(50, MilestoneVisibility.Invisible)

[Milestone.Seafarer]

[Milestone.Seafarer]: IMilestone = increment(1, MilestoneVisibility.Hidden)

[Milestone.Seasoned]

[Milestone.Seasoned]: IMilestone = increment(1000000)

[Milestone.Survivor]

[Milestone.Survivor]: IMilestone = increment(10000)

[Milestone.Talented]

[Milestone.Talented]: IMilestone = check(1000)

[Milestone.Thrower]

[Milestone.Thrower]: IMilestone = increment(500)

[Milestone.Trapper]

[Milestone.Trapper]: IMilestone = increment(10)

[Milestone.TreasureHunter]

[Milestone.TreasureHunter]: IMilestone = increment(10)

[Milestone.Treasurer]

[Milestone.Treasurer]: IMilestone = counter(6, MilestoneVisibility.Invisible)

[Milestone.Weathered]

[Milestone.Weathered]: IMilestone = increment(100000)

[HelpArticle.Actions]

[HelpArticle.Actions]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.AttackingDamage]

[HelpArticle.AttackingDamage]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Bugs]

[HelpArticle.Bugs]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Other

[HelpArticle.Controls]

[HelpArticle.Controls]: object

image

image: true = true

important

important: true = true

section

section: HelpArticleSection = HelpArticleSection.Interface

[HelpArticle.Crafting]

[HelpArticle.Crafting]: object

image

image: true = true

important

important: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Death]

[HelpArticle.Death]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Doodads]

[HelpArticle.Doodads]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.FastPickup]

[HelpArticle.FastPickup]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Interface

[HelpArticle.GameModes]

[HelpArticle.GameModes]: object

image

image: true = true

important

important: true = true

section

section: HelpArticleSection = HelpArticleSection.Other

[HelpArticle.Gardening]

[HelpArticle.Gardening]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.HeldItems]

[HelpArticle.HeldItems]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Interface]

[HelpArticle.Interface]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Interface

[HelpArticle.InventoryManagement]

[HelpArticle.InventoryManagement]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Interface

[HelpArticle.ItemQualities]

[HelpArticle.ItemQualities]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Merchants]

[HelpArticle.Merchants]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Milestones]

[HelpArticle.Milestones]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Multiplayer]

[HelpArticle.Multiplayer]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Other

[HelpArticle.Overweight]

[HelpArticle.Overweight]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Quickslots]

[HelpArticle.Quickslots]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Interface

[HelpArticle.Reputation]

[HelpArticle.Reputation]: object

image

image: true = true

important

important: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.ResourceGathering]

[HelpArticle.ResourceGathering]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.RestingSleeping]

[HelpArticle.RestingSleeping]: object

image

image: true = true

important

important: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Stats]

[HelpArticle.Stats]: object

image

image: true = true

important

important: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Taming]

[HelpArticle.Taming]: object

image

image: true = true

section

section: HelpArticleSection = HelpArticleSection.Gameplay

[HelpArticle.Welcome]

[HelpArticle.Welcome]: object

image

image: true = true

important

important: true = true

Const dialogDescriptions

dialogDescriptions: object

[DialogId.Book]

[DialogId.Book]: object

edges

edges: "center" = "center"

maxSize

maxSize: Vector2 = new Vector2(40, 60)

minSize

minSize: Vector2 = new Vector2(20, 30)

saveOpen

saveOpen: false = false

size

size: Vector2 = new Vector2(28, 35)

[DialogId.Crafting]

[DialogId.Crafting]: object

edges

edges: [[Right, number], [Bottom, number]] = [[Edge.Right, 99],[Edge.Bottom, 98],]

maxSize

maxSize: Vector2 = new Vector2(40, 70)

minSize

minSize: Vector2 = new Vector2(20, 20)

size

size: Vector2 = new Vector2(35, 30)

[DialogId.Inspect]

[DialogId.Inspect]: object

edges

edges: [[Left, number], [Bottom, number]] = [[Edge.Left, 1],[Edge.Bottom, 68],]

maxSize

maxSize: Vector2 = new Vector2(40, 100)

minSize

minSize: Vector2 = new Vector2(20, 20)

size

size: Vector2 = new Vector2(20, 35)

[DialogId.Map]

[DialogId.Map]: object

edges

edges: "center" = "center"

maxSize

maxSize: number = 100

minSize

minSize: number = 30

saveOpen

saveOpen: false = false

size

size: number = 40

[DialogId.MessagesEditFilters]

[DialogId.MessagesEditFilters]: object

This is an "extra" dialog, eg, not a main one.

edges

edges: "center" = "center"

maxSize

maxSize: Vector2 = new Vector2(25, 50)

minSize

minSize: Vector2 = new Vector2(10, 15)

saveOpen

saveOpen: false = false

size

size: Vector2 = new Vector2(10, 30)

[DialogId.Messages]

[DialogId.Messages]: object

edges

edges: [[Left, number], [Bottom, number]] = [[Edge.Left, 1],[Edge.Bottom, 98],]

maxSize

maxSize: Vector2 = new Vector2(40, 70)

minSize

minSize: Vector2 = new Vector2(20, 20)

size

size: Vector2 = new Vector2(35, 30)

[DialogId.Milestones]

[DialogId.Milestones]: object

edges

edges: [[Left, number], [Bottom, number]] = [[Edge.Left, 36],[Edge.Bottom, 98],]

maxSize

maxSize: Vector2 = new Vector2(20, 70)

minSize

minSize: Vector2 = new Vector2(14, 20)

size

size: Vector2 = new Vector2(14, 30)

[DialogId.Notes]

[DialogId.Notes]: object

edges

edges: "center" = "center"

maxSize

maxSize: Vector2 = new Vector2(40, 60)

minSize

minSize: Vector2 = new Vector2(20, 30)

saveOpen

saveOpen: false = false

size

size: Vector2 = new Vector2(28, 35)

[DialogId.Quests]

[DialogId.Quests]: object

edges

edges: [[Left, number], [Bottom, number]] = [[Edge.Left, 1],[Edge.Bottom, 68],]

maxSize

maxSize: Vector2 = new Vector2(40, 80)

minSize

minSize: Vector2 = new Vector2(18, 30)

size

size: Vector2 = new Vector2(20, 48)

[DialogId.QuickSettings]

[DialogId.QuickSettings]: object

edges

edges: [[Left, number], [Bottom, number]] = [[Edge.Left, 21],[Edge.Bottom, 68],]

maxSize

maxSize: Vector2 = new Vector2(25, 50)

minSize

minSize: Vector2 = new Vector2(15, 25)

size

size: Vector2 = new Vector2(15, 35)

[DialogId.Skills]

[DialogId.Skills]: object

edges

edges: [[Left, number], [Bottom, number]] = [[Edge.Left, 50],[Edge.Bottom, 98],]

maxSize

maxSize: Vector2 = new Vector2(20, 70)

minSize

minSize: Vector2 = new Vector2(14, 20)

size

size: Vector2 = new Vector2(14, 30)

Const dialogMap

dialogMap: object

[DialogId.Book]

[DialogId.Book]: BookDialog = BookDialog

[DialogId.Crafting]

[DialogId.Crafting]: CraftingDialog = CraftingDialog

[DialogId.Inspect]

[DialogId.Inspect]: InspectDialog = InspectDialog

[DialogId.Map]

[DialogId.Map]: MapDialog = MapDialog

[DialogId.MessagesEditFilters]

[DialogId.MessagesEditFilters]: MessagesEditFiltersDialog = MessagesEditFiltersDialog

[DialogId.Messages]

[DialogId.Messages]: MessagesDialog = MessagesDialog

[DialogId.Milestones]

[DialogId.Milestones]: MilestonesDialog = MilestonesDialog

[DialogId.Notes]

[DialogId.Notes]: NotesDialog = NotesDialog

[DialogId.Quests]

[DialogId.Quests]: QuestDialog = QuestDialog

[DialogId.QuickSettings]

[DialogId.QuickSettings]: QuickSettingsDialog = QuickSettingsDialog

[DialogId.Skills]

[DialogId.Skills]: SkillsDialog = SkillsDialog

Const dictionaries

dictionaries: object

[Dictionary.Action]

[Dictionary.Action]: ActionType = ActionType

[Dictionary.AutoSave]

[Dictionary.AutoSave]: AutoSave = AutoSave

[Dictionary.BindableType]

[Dictionary.BindableType]: BindableType = BindableType

[Dictionary.Bindable]

[Dictionary.Bindable]: Bindable = Bindable

[Dictionary.Biome]

[Dictionary.Biome]: BiomeType = BiomeType

[Dictionary.Book]

[Dictionary.Book]: BookType = BookType

[Dictionary.Challenge]

[Dictionary.Challenge]: Challenge = Challenge

[Dictionary.ChangelogSection]

[Dictionary.ChangelogSection]: ChangelogSection = ChangelogSection

[Dictionary.CharacterSort]

[Dictionary.CharacterSort]: CharacterSort = CharacterSort

[Dictionary.Command]

[Dictionary.Command]: Command = Command

[Dictionary.Corpse]

[Dictionary.Corpse]: CreatureType = CreatureType

[Dictionary.CraftEfficacy]

[Dictionary.CraftEfficacy]: CraftEfficacy = CraftEfficacy

[Dictionary.Creature]

[Dictionary.Creature]: CreatureType = CreatureType

[Dictionary.DamageType]

[Dictionary.DamageType]: DamageType = DamageType

[Dictionary.DoodadGroup]

[Dictionary.DoodadGroup]: DoodadTypeGroup = DoodadTypeGroup

[Dictionary.Doodad]

[Dictionary.Doodad]: DoodadType = DoodadType

[Dictionary.EquipEffect]

[Dictionary.EquipEffect]: EquipEffect = EquipEffect

[Dictionary.EquipSlot]

[Dictionary.EquipSlot]: EquipType = EquipType

[Dictionary.ExhaustionLevel]

[Dictionary.ExhaustionLevel]: ExhaustionLevel = ExhaustionLevel

[Dictionary.FireStage]

[Dictionary.FireStage]: FireStage = FireStage

[Dictionary.GameEndMessage]

[Dictionary.GameEndMessage]: GameEndMessage = GameEndMessage

[Dictionary.GameMode]

[Dictionary.GameMode]: GameMode = GameMode

[Dictionary.GrowthFungus]

[Dictionary.GrowthFungus]: GrowingStage = GrowingStage

[Dictionary.Growth]

[Dictionary.Growth]: GrowingStage = GrowingStage

[Dictionary.HelpArticle]

[Dictionary.HelpArticle]: HelpArticle = HelpArticle

[Dictionary.HighscoreSort]

[Dictionary.HighscoreSort]: HighscoreSort = HighscoreSort

[Dictionary.HumanName]

[Dictionary.HumanName]: HumanName = HumanName

[Dictionary.Input]

[Dictionary.Input]: symbol = SYMBOL_ANY_DICTIONARY

[Dictionary.InspectType]

[Dictionary.InspectType]: InspectType = InspectType

[Dictionary.InterruptChoice]

[Dictionary.InterruptChoice]: InterruptChoice = InterruptChoice

[Dictionary.Interrupt]

[Dictionary.Interrupt]: Interrupt = Interrupt

[Dictionary.ItemGroup]

[Dictionary.ItemGroup]: ItemTypeGroup = ItemTypeGroup

[Dictionary.Item]

[Dictionary.Item]: ItemType = ItemType

[Dictionary.JoinServerRetryReason]

[Dictionary.JoinServerRetryReason]: JoinServerRetryReason = JoinServerRetryReason

[Dictionary.LegendaryType]

[Dictionary.LegendaryType]: LegendaryType = LegendaryType

[Dictionary.Macro]

[Dictionary.Macro]: symbol = SYMBOL_ANY_DICTIONARY

[Dictionary.Message]

[Dictionary.Message]: Message = Message

[Dictionary.MessagesDefaultFilter]

[Dictionary.MessagesDefaultFilter]: MessageFilterDefault = MessageFilterDefault

[Dictionary.MessagesTimestampMode]

[Dictionary.MessagesTimestampMode]: MessageTimestamp = MessageTimestamp

[Dictionary.MilestoneModifierGroup]

[Dictionary.MilestoneModifierGroup]: MilestoneModifierGroup = MilestoneModifierGroup

[Dictionary.Milestone]

[Dictionary.Milestone]: Milestone = Milestone

[Dictionary.Misc]

[Dictionary.Misc]: MiscTranslation = MiscTranslation

[Dictionary.ModLoadError]

[Dictionary.ModLoadError]: CanLoadState = CanLoadState

[Dictionary.ModLoadFailureReason]

[Dictionary.ModLoadFailureReason]: ModLoadFailureReason = ModLoadFailureReason

[Dictionary.ModProvide]

[Dictionary.ModProvide]: ModProvide = ModProvide

[Dictionary.ModSort]

[Dictionary.ModSort]: ModSort = ModSort

[Dictionary.ModType]

[Dictionary.ModType]: ModType = ModType

[Dictionary.MultiplayerDisconnectReason]

[Dictionary.MultiplayerDisconnectReason]: DisconnectReason = DisconnectReason

[Dictionary.MusicPlaylist]

[Dictionary.MusicPlaylist]: MusicPlaylist = MusicPlaylist

[Dictionary.NPC]

[Dictionary.NPC]: NPCType = NPCType

[Dictionary.Note]

[Dictionary.Note]: Note = Note

[Dictionary.Number]

[Dictionary.Number]: symbol = SYMBOL_ANY_DICTIONARY

[Dictionary.PartOfDay]

[Dictionary.PartOfDay]: PartOfDay = PartOfDay

[Dictionary.PowerMode]

[Dictionary.PowerMode]: PowerMode = PowerMode

[Dictionary.QuadrantComponentContextMenuAction]

[Dictionary.QuadrantComponentContextMenuAction]: QuadrantComponentContextMenuAction = QuadrantComponentContextMenuAction

[Dictionary.QuadrantComponent]

[Dictionary.QuadrantComponent]: QuadrantComponentId = QuadrantComponentId

[Dictionary.Quality]

[Dictionary.Quality]: Quality = Quality

[Dictionary.QuestRequirement]

[Dictionary.QuestRequirement]: QuestRequirementType = QuestRequirementType

[Dictionary.Quest]

[Dictionary.Quest]: QuestType = QuestType

[Dictionary.SaveSlotSort]

[Dictionary.SaveSlotSort]: SaveSort = SaveSort

[Dictionary.Skill]

[Dictionary.Skill]: SkillType = SkillType

[Dictionary.Source]

[Dictionary.Source]: Source = Source

[Dictionary.Stat]

[Dictionary.Stat]: Stat = Stat

[Dictionary.StatusEffect]

[Dictionary.StatusEffect]: StatusType = StatusType

[Dictionary.TeamMemberResponsibility]

[Dictionary.TeamMemberResponsibility]: Responsibility = Responsibility

[Dictionary.Terrain]

[Dictionary.Terrain]: TerrainType = TerrainType

[Dictionary.TileEvent]

[Dictionary.TileEvent]: TileEventType = TileEventType

[Dictionary.TravelingEffectStrategy]

[Dictionary.TravelingEffectStrategy]: TravelingEffectStrategy = TravelingEffectStrategy

[Dictionary.UiQuadrant]

[Dictionary.UiQuadrant]: Quadrant = Quadrant

[Dictionary.Ui]

[Dictionary.Ui]: UiTranslation = UiTranslation

[Dictionary.UnableToJoinReason]

[Dictionary.UnableToJoinReason]: UnableToJoinReason = UnableToJoinReason

[Dictionary.UnlockedRecipesStrategy]

[Dictionary.UnlockedRecipesStrategy]: UnlockedRecipesStrategy = UnlockedRecipesStrategy

[Dictionary.Website]

[Dictionary.Website]: Website = Website

[Dictionary.WeightStatus]

[Dictionary.WeightStatus]: WeightStatus = WeightStatus

[Dictionary.WorldLayer]

[Dictionary.WorldLayer]: WorldZ = WorldZ

Const disconnectReasons

disconnectReasons: object

[DisconnectReason.Banned]

[DisconnectReason.Banned]: string = "You have been banned from the server."

[DisconnectReason.CheckConnection]

[DisconnectReason.CheckConnection]: string = "CheckConnection user"

[DisconnectReason.ConnectionTimeout]

[DisconnectReason.ConnectionTimeout]: string = "Your game timed out."

[DisconnectReason.Desync]

[DisconnectReason.Desync]: string = "Your game becameout of sync with the server."

[DisconnectReason.KeepAliveTimeout]

[DisconnectReason.KeepAliveTimeout]: string = "Your game timed out."

[DisconnectReason.Kick]

[DisconnectReason.Kick]: string = "You have been kicked from the server."

[DisconnectReason.Left]

[DisconnectReason.Left]: string = "You have left the server."

[DisconnectReason.LostConnection]

[DisconnectReason.LostConnection]: string = "Lost connection to server."

[DisconnectReason.ServerShutdown]

[DisconnectReason.ServerShutdown]: string = "The server is shutting down."

[DisconnectReason.Traveling]

[DisconnectReason.Traveling]: string = "Traveling"

[DisconnectReason.UnableToJoinGame]

[DisconnectReason.UnableToJoinGame]: string = "Unable to join game."

[DisconnectReason.UnableToLoadMods]

[DisconnectReason.UnableToLoadMods]: string = "Unable to load mod(s)."

Const doodadGroups

doodadGroups: object

[DoodadTypeGroup.Anvil]

[DoodadTypeGroup.Anvil]: string = "anvil"

[DoodadTypeGroup.FireSource]

[DoodadTypeGroup.FireSource]: string = "fire source"

[DoodadTypeGroup.GatheredPlant]

[DoodadTypeGroup.GatheredPlant]: string = "gathered plant"

[DoodadTypeGroup.Hitch]

[DoodadTypeGroup.Hitch]: string = "hitch"

[DoodadTypeGroup.LightDevice]

[DoodadTypeGroup.LightDevice]: string = "light device"

[DoodadTypeGroup.LightSource]

[DoodadTypeGroup.LightSource]: string = "light source"

[DoodadTypeGroup.LitCampfire]

[DoodadTypeGroup.LitCampfire]: string = "lit campfire"

[DoodadTypeGroup.LitFurnace]

[DoodadTypeGroup.LitFurnace]: string = "lit furnace"

[DoodadTypeGroup.LitKiln]

[DoodadTypeGroup.LitKiln]: string = "lit kiln"

[DoodadTypeGroup.LitStructure]

[DoodadTypeGroup.LitStructure]: string = "lit structure"

[DoodadTypeGroup.LitTorch]

[DoodadTypeGroup.LitTorch]: string = "lit torch"

[DoodadTypeGroup.LitWaterStill]

[DoodadTypeGroup.LitWaterStill]: string = "lit water still"

[DoodadTypeGroup.LockedChest]

[DoodadTypeGroup.LockedChest]: string = "locked chest"

[DoodadTypeGroup.Well]

[DoodadTypeGroup.Well]: string = "well"

Const doodads

doodads: object

[DoodadType.AloeVera]

[DoodadType.AloeVera]: [string, string] = ["aloe vera", "A succulent evergreen plant, known for its medicinal and antiseptic properties and its sharpened thick leaves."]

[DoodadType.AppleTree]

[DoodadType.AppleTree]: [string, string] = ["apple tree", "A deciduous tree known for its sweet, pomaceous fruit; the apple."]

[DoodadType.ArcticPoppies]

[DoodadType.ArcticPoppies]: [string, string] = ["arctic poppies", "A bight yellow poppy somehow resilient enough to survive in this harsh climate."]

[DoodadType.AshCementWall]

[DoodadType.AshCementWall]: [string, string] = ["ash cement wall", "A wall constructed of ash cement bricks. Great as a recycled resource, but not the strongest material."]

[DoodadType.Badderlocks]

[DoodadType.Badderlocks]: [string, string] = ["badderlocks", "A gathering of long seaweed, useful for eating or cordage."]

[DoodadType.BarkTorchStand]

[DoodadType.BarkTorchStand]: [string, string] = ["bark torch stand", "A bark torch placed in the ground, ready to be lit on fire when needed."]

[DoodadType.Beggarticks]

[DoodadType.Beggarticks]: [string, string] = ["beggarticks", "A grouping of bright yellow medicinal flowers."]

[DoodadType.ButtonMushrooms]

[DoodadType.ButtonMushrooms]: [string, string] = ["button mushrooms", "A few possibly edible common-looking white mushrooms."]

[DoodadType.Carrots]

[DoodadType.Carrots]: [string, string] = ["carrots", "A grouping of green stalky leaves poking out of the ground, revealing just the tips of their root vegetable below ground."]

[DoodadType.CaveEntrance]

[DoodadType.CaveEntrance]: [string, string] = ["cave entrance", "An entrance into the the dark caverns below."]

[DoodadType.Chives]

[DoodadType.Chives]: [string, string] = ["chives", "A bunch of bright green chives planted in to the ground."]

[DoodadType.ClayCampfire]

[DoodadType.ClayCampfire]: [string, string] = ["clay campfire", "An organized circle of clay bricks, used to contain a fire."]

[DoodadType.ClayFurnace]

[DoodadType.ClayFurnace]: [string, string] = ["clay furnace", "A clay furnace for creating an enclosed high-temperature fire."]

[DoodadType.ClayKiln]

[DoodadType.ClayKiln]: [string, string] = ["clay kiln", "A high-temperature fire enclosure made from clay."]

[DoodadType.ClayWall]

[DoodadType.ClayWall]: [string, string] = ["clay wall", "A wall made from fired clay bricks."]

[DoodadType.ClayWaterStill]

[DoodadType.ClayWaterStill]: [string, string] = ["clay water still", "A clay water still, ready to be lit to desalinate water."]

[DoodadType.ClayWell]

[DoodadType.ClayWell]: [string, string] = ["clay well", "A constructed well made of clay bricks, used to collect water."]

[DoodadType.Clematis]

[DoodadType.Clematis]: [string, string] = ["clematis", "A wiry tangle of thin vines with leaves."]

[DoodadType.CoconutTree]

[DoodadType.CoconutTree]: [string, string] = ["coconut tree", "A tall palm tree, able to produce life-sustaining coconut fruit when mature."]

[DoodadType.CopperAnvil]

[DoodadType.CopperAnvil]: [string, string] = ["copper anvil", "A copper anvil used for blacksmithy. Typically used in addition with a fire source."]

[DoodadType.CopperChest]

[DoodadType.CopperChest]: [string, string] = ["copper chest", "A storage chest made from copper, used to deposit food items for reduced decay, among other uses."]

[DoodadType.CornStalks]

[DoodadType.CornStalks]: [string, string] = ["corn stalks", "The tall stalks of maize, producing ears of edible sweet kernels."]

[DoodadType.CottonBedroll]

[DoodadType.CottonBedroll]: [string, string] = ["cotton bedroll", "A soft sleeping mattress, sprawled out on the ground. Can be used to sleep or rest very comfortably."]

[DoodadType.Cotton]

[DoodadType.Cotton]: [string, string] = ["cotton", "A white and fluffy cotton plant, an indispensable plant for fiber."]

[DoodadType.CreatureIdol]

[DoodadType.CreatureIdol]: [string, string] = ["creature idol", "An odd mass of organs. A hum emanates from it, seemingly attracting creatures."]

[DoodadType.CrowberryShrub]

[DoodadType.CrowberryShrub]: [string, string] = ["crowberry shrub", "A low profile shrub, nestled in between rocks and dirt. Known to grow in colder climates."]

[DoodadType.CucumberPlant]

[DoodadType.CucumberPlant]: [string, string] = ["cucumber plant", "A creeping cucumber vine, known for producing soft, water-rich gourds."]

[DoodadType.CypressTree]

[DoodadType.CypressTree]: [string, string] = ["cypress tree", "A tall and gangly conifer tree. Although sparse in foliage, it makes up for it with healthy supply of hardwood."]

[DoodadType.FeatherBedroll]

[DoodadType.FeatherBedroll]: [string, string] = ["feather bedroll", "A bedroll made with feathers and wrapped in fabric. Used for resting and sleeping in comfort on the ground."]

[DoodadType.FlyAmanita]

[DoodadType.FlyAmanita]: [string, string] = ["fly amanita", "A menacing red spotted mushroom."]

[DoodadType.Grass]

[DoodadType.Grass]: [string, string] = ["grass", "A small mound of growing grass."]

[DoodadType.Hammock]

[DoodadType.Hammock]: [string, string] = ["hammock", "A comfortable place to sleep, although not too sturdy. Crafted by bound cordage and hung off the ground."]

[DoodadType.HitchingPost]

[DoodadType.HitchingPost]: [string, string] = ["hitching post", "A sturdy wooden post fastened with a rope. Creatures and animals can be tied to it to restrict their movement."]

[DoodadType.IronAnvil]

[DoodadType.IronAnvil]: [string, string] = ["iron anvil", "An iron anvil used for metalworking. Used in addition with a fire source."]

[DoodadType.IronChest]

[DoodadType.IronChest]: [string, string] = ["iron chest", "An iron container for storing items and reducing food decay."]

[DoodadType.JoshuaTree]

[DoodadType.JoshuaTree]: [string, string] = ["joshua tree", "A desert tree with a distinctive look that produces leaves suitable for cordage and nutritious fruit."]

[DoodadType.LeafBedroll]

[DoodadType.LeafBedroll]: [string, string] = ["leaf bedroll", "A placed provisional bed with poor insulation and scratchy leaves, used for sleeping or resting."]

[DoodadType.Lettuce]

[DoodadType.Lettuce]: [string, string] = ["lettuce", "An edible leafy plant that could almost be mistaken for a weed when growing."]

[DoodadType.LitBarkTorchStand]

[DoodadType.LitBarkTorchStand]: [string, string] = ["lit bark torch stand", "A bark torch stuck in the ground and lit on fire, providing illumination."]

[DoodadType.LitClayCampfire]

[DoodadType.LitClayCampfire]: [string, string] = ["lit clay campfire", "A lit fire inside an enclosure of clay bricks."]

[DoodadType.LitClayFurnace]

[DoodadType.LitClayFurnace]: [string, string] = ["lit clay furnace", "A lit clay furnace, ready to be used in production."]

[DoodadType.LitClayKiln]

[DoodadType.LitClayKiln]: [string, string] = ["lit clay kiln", "A lit clay kiln, ready for firing items."]

[DoodadType.LitClayWaterStill]

[DoodadType.LitClayWaterStill]: [string, string] = ["lit clay water still", "A lit clay water still, desalinating water through evaporation."]

[DoodadType.LitPoleTorchStand]

[DoodadType.LitPoleTorchStand]: [string, string] = ["lit pole torch stand", "A wooden pole stuck in the ground and lit on fire."]

[DoodadType.LitSandstoneCampfire]

[DoodadType.LitSandstoneCampfire]: [string, string] = ["lit sandstone campfire", "A lit fire inside an enclosure of sandstone."]

[DoodadType.LitSandstoneFurnace]

[DoodadType.LitSandstoneFurnace]: [string, string] = ["lit sandstone furnace", "A lit sandstone furnace, ready to be used in production."]

[DoodadType.LitSandstoneKiln]

[DoodadType.LitSandstoneKiln]: [string, string] = ["lit sandstone kiln", "A lit sandstone kiln, ready for firing items."]

[DoodadType.LitSandstoneWaterStill]

[DoodadType.LitSandstoneWaterStill]: [string, string] = ["lit sandstone water still", "A lit sandstone water still, desalinating water through evaporation."]

[DoodadType.LitStoneCampfire]

[DoodadType.LitStoneCampfire]: [string, string] = ["lit stone campfire", "A lit fire inside an enclosure of rocks."]

[DoodadType.LitStoneFurnace]

[DoodadType.LitStoneFurnace]: [string, string] = ["lit stone furnace", "A lit stone furnace, ready to be used in production."]

[DoodadType.LitStoneKiln]

[DoodadType.LitStoneKiln]: [string, string] = ["lit stone kiln", "A lit stone kiln, ready for firing items."]

[DoodadType.LitStoneWaterStill]

[DoodadType.LitStoneWaterStill]: [string, string] = ["lit stone water still", "A lit stone water still, desalinating water through evaporation."]

[DoodadType.LitTallowCandle]

[DoodadType.LitTallowCandle]: [string, string] = ["lit tallow candle", "A lit candle, attached securely to the ground as it releases its light and pleasant tallow smell."]

[DoodadType.LitTallowTorchStand]

[DoodadType.LitTallowTorchStand]: [string, string] = ["lit tallow torch stand", "A lit tallow torch lodged in the ground, providing light and heat."]

[DoodadType.LockedCopperChest]

[DoodadType.LockedCopperChest]: [string, string] = ["locked copper chest", "A locked copper chest that is too heavy to move. Able to be broken into by force or lockpicked."]

[DoodadType.LockedIronChest]

[DoodadType.LockedIronChest]: [string, string] = ["locked iron chest", "A locked iron chest that is unabled to be moved due to weight. Can be lockpicked or broken into."]

[DoodadType.LockedOrnateWoodenChest]

[DoodadType.LockedOrnateWoodenChest]: [string, string] = ["locked ornate chest", "A seemingly quite special locked wooden chest, gilded with gold, and sure to have magnificent contents."]

[DoodadType.LockedWoodenChest]

[DoodadType.LockedWoodenChest]: [string, string] = ["locked wooden chest", "A locked wooden chest; too heavy to move. Able to be broken with weapons or lockpicked."]

[DoodadType.LockedWroughtIronChest]

[DoodadType.LockedWroughtIronChest]: [string, string] = ["locked wrought iron chest", "An immobile locked wrought iron chest, requiring a lockpick or brute force to open."]

[DoodadType.MapleTree]

[DoodadType.MapleTree]: [string, string] = ["maple tree", "A common maple tree, known for its distinctive leaf and seed shape."]

[DoodadType.MilkThistles]

[DoodadType.MilkThistles]: [string, string] = ["milk thistles", "A couple milk thistles, known for their medicinal properties."]

[DoodadType.OrnateWoodenChest]

[DoodadType.OrnateWoodenChest]: [string, string] = ["ornate wooden chest", "A decorative chest used for storing items and preserving perishables."]

[DoodadType.PileOfRocks]

[DoodadType.PileOfRocks]: [string, string] = ["pile of rocks", "A mass of rocks, stuck into the ground."]

[DoodadType.Pineapple]

[DoodadType.Pineapple]: [string, string] = ["pineapple", "A large spikey plant, with a ripened pineapple fruit contained inside when mature."]

[DoodadType.PoisonIvy]

[DoodadType.PoisonIvy]: [string, string] = ["poison ivy", "A creeping plant with leaves of three."]

[DoodadType.PoleTorchStand]

[DoodadType.PoleTorchStand]: [string, string] = ["pole torch stand", "A wooden pole stuck in the ground, ready for being lit to provide illumination."]

[DoodadType.PotatoPlant]

[DoodadType.PotatoPlant]: [string, string] = ["potato plant", "Unassuming leaves poking out of the ground, revealing just the tips of edible tubers underneath."]

[DoodadType.PricklyPears]

[DoodadType.PricklyPears]: [string, string] = ["prickly pears", "Spined cacti, known for its edible fruit and pads with their pointy needles."]

[DoodadType.Pumpkin]

[DoodadType.Pumpkin]: [string, string] = ["pumpkin", "A heavy orange squash, filled with edible fibrous pulp and seeds."]

[DoodadType.RaspberryBush]

[DoodadType.RaspberryBush]: [string, string] = ["raspberry bush", "A small bush, bearing small amounts of raspberries."]

[DoodadType.SaguaroCactus]

[DoodadType.SaguaroCactus]: [string, string] = ["saguaro cactus", "A tall and hefty cactus plant, known for growing in arid desert regions."]

[DoodadType.SandstoneCampfire]

[DoodadType.SandstoneCampfire]: [string, string] = ["sandstone campfire", "An organized circle of sandstone, used to contain a fire."]

[DoodadType.SandstoneFurnace]

[DoodadType.SandstoneFurnace]: [string, string] = ["sandstone furnace", "A sandstone furnace for creating an enclosed high-temperature fire."]

[DoodadType.SandstoneKiln]

[DoodadType.SandstoneKiln]: [string, string] = ["sandstone kiln", "A high-temperature fire enclosure made from sandstone."]

[DoodadType.SandstoneWall]

[DoodadType.SandstoneWall]: [string, string] = ["sandstone wall", "A robust wall created from sandstone."]

[DoodadType.SandstoneWaterStill]

[DoodadType.SandstoneWaterStill]: [string, string] = ["sandstone water still", "A sandstone water still, ready to be lit to desalinate water."]

[DoodadType.SandstoneWell]

[DoodadType.SandstoneWell]: [string, string] = ["sandstone well", "A round enclosure made of sandstone, built and extended deep into the ground to collect water."]

[DoodadType.SetDeadfall]

[DoodadType.SetDeadfall]: [string, string] = ["set deadfall", "A constructed deadfall, ready to fall and crush a creature."]

[DoodadType.SetExplosiveTrap]

[DoodadType.SetExplosiveTrap]: [string, string] = ["set explosive trap", "An elaborate trap, ready to be triggered and exploded by touch."]

[DoodadType.SetHobgoblinSnare]

[DoodadType.SetHobgoblinSnare]: [string, string] = ["set hobgoblin snare", "A hobgoblin constructed snare, ready to catch your feet or an unsuspecting creature."]

[DoodadType.SetSnare]

[DoodadType.SetSnare]: [string, string] = ["set snare", "A constructed snare, ready to trap a creature's appendage."]

[DoodadType.SkeletalRemains]

[DoodadType.SkeletalRemains]: [string, string] = ["skeletal remains", "A pile of bones that appear to be stirring."]

[DoodadType.SolarStill]

[DoodadType.SolarStill]: [string, string] = ["solar still", "A constructed solar still, desalinating water through evaporation."]

[DoodadType.SpruceTreeWithSnow]

[DoodadType.SpruceTreeWithSnow]: [string, string] = ["spruce tree with snow", "A large and robust spruce tree, covered in snow."]

[DoodadType.SpruceTree]

[DoodadType.SpruceTree]: [string, string] = ["spruce tree", "A large and robust spruce tree. Known for its whorled branches and conical form."]

[DoodadType.StoneAnvil]

[DoodadType.StoneAnvil]: [string, string] = ["stone anvil", "A stone anvil used primarily for metalworking and used in conjunction with a fire source."]

[DoodadType.StoneCampfire]

[DoodadType.StoneCampfire]: [string, string] = ["stone campfire", "An organized circle of rocks, used to contain a fire."]

[DoodadType.StoneFurnace]

[DoodadType.StoneFurnace]: [string, string] = ["stone furnace", "A rock furnace for creating an enclosed high-temperature fire."]

[DoodadType.StoneKiln]

[DoodadType.StoneKiln]: [string, string] = ["stone kiln", "A high-temperature fire enclosure made from stone."]

[DoodadType.StoneWall]

[DoodadType.StoneWall]: [string, string] = ["stone wall", "A hardy wall built from rocks."]

[DoodadType.StoneWaterStill]

[DoodadType.StoneWaterStill]: [string, string] = ["stone water still", "A stone water still, ready to be lit to desalinate water."]

[DoodadType.StoneWell]

[DoodadType.StoneWell]: [string, string] = ["stone well", "A stone-built enclosure used to trap and collect groundwater."]

[DoodadType.SugarCaneStalks]

[DoodadType.SugarCaneStalks]: [string, string] = ["sugar cane stalks", "Tall, hardy stalks of sugar cane. Can be gathered for chewing or refining into sugar."]

[DoodadType.Switchgrass]

[DoodadType.Switchgrass]: [string, string] = ["switchgrass", "A collection of long grass, suitable for cordage."]

[DoodadType.TallowCandle]

[DoodadType.TallowCandle]: [string, string] = ["tallow candle", "A candle molded from tallow, placed in the ground securely."]

[DoodadType.TallowTorchStand]

[DoodadType.TallowTorchStand]: [string, string] = ["tallow torch stand", "A torch made with rendered animal fat, planted in the ground. Can be lit on fire for illumination."]

[DoodadType.TomatoPlant]

[DoodadType.TomatoPlant]: [string, string] = ["tomato plant", "Nightshade plants that produce large, edible fruit that turn red when ripe."]

[DoodadType.Tumbleweed]

[DoodadType.Tumbleweed]: [string, string] = ["tumbleweed", "A common weed, notorious for becoming dry and brittle after its maturity, breaking free from its roots and traveling in high winds, spreading its seeds."]

[DoodadType.Wheat]

[DoodadType.Wheat]: [string, string] = ["wheat", "A long grass, cultivated for its protein-rich cereal grain when dried."]

[DoodadType.WinterberryShrub]

[DoodadType.WinterberryShrub]: [string, string] = ["winterberry shrub", "A species of holly native to northern climates. They look like the type of berries that birds would enjoy."]

[DoodadType.WoodenChest]

[DoodadType.WoodenChest]: [string, string] = ["wooden chest", "A chest used for stockpiling items and preserving food."]

[DoodadType.WoodenDoorOpen]

[DoodadType.WoodenDoorOpen]: [string, string] = ["open wooden door", "An open door, allowing anything to enter."]

[DoodadType.WoodenDoor]

[DoodadType.WoodenDoor]: [string, string] = ["wooden door", "A sturdy door, used to keep unwanted creatures out."]

[DoodadType.WoodenFence]

[DoodadType.WoodenFence]: [string, string] = ["wooden fence", "A set of panels, usually used to keep creatures inside."]

[DoodadType.WoodenGateOpen]

[DoodadType.WoodenGateOpen]: [string, string] = ["open wooden gate", "An opened gate, allowing anything to escape or enter."]

[DoodadType.WoodenGate]

[DoodadType.WoodenGate]: [string, string] = ["wooden gate", "A gate, used as a passage through connected fences."]

[DoodadType.WoodenWall]

[DoodadType.WoodenWall]: [string, string] = ["wooden wall", "A wall crafted by connecting wooden logs together."]

[DoodadType.WroughtIronAnvil]

[DoodadType.WroughtIronAnvil]: [string, string] = ["wrought iron anvil", "A wrought iron anvil, used for blacksmithing with a fire source."]

[DoodadType.WroughtIronChest]

[DoodadType.WroughtIronChest]: [string, string] = ["wrought iron chest", "A large chest, used for storage and keeping edibles fresher."]

Const doorMap

doorMap: object

[DoodadType.WoodenDoorOpen]

[DoodadType.WoodenDoorOpen]: DoodadType = DoodadType.WoodenDoor

[DoodadType.WoodenDoor]

[DoodadType.WoodenDoor]: DoodadType = DoodadType.WoodenDoorOpen

[DoodadType.WoodenGateOpen]

[DoodadType.WoodenGateOpen]: DoodadType = DoodadType.WoodenGate

[DoodadType.WoodenGate]

[DoodadType.WoodenGate]: DoodadType = DoodadType.WoodenGateOpen

Const edgeAxes

edgeAxes: object

Maps every Edge to the Axis it's on.

[Edge.Bottom]

[Edge.Bottom]: Axis = Axis.Y

[Edge.Left]

[Edge.Left]: Axis = Axis.X

[Edge.Right]

[Edge.Right]: Axis = Axis.X

[Edge.Top]

[Edge.Top]: Axis = Axis.Y

Const edgeSigns

edgeSigns: object

[Edge.Bottom]

[Edge.Bottom]: -1 = -1

[Edge.Left]

[Edge.Left]: 1 = 1

[Edge.Right]

[Edge.Right]: -1 = -1

[Edge.Top]

[Edge.Top]: 1 = 1

Const emptyTileAdaptor

emptyTileAdaptor: object

BLBG

BLBG: Vector2 = Vector2.ZERO

BLBO

BLBO: Vector2 = Vector2.ZERO

BLFG

BLFG: Vector2 = Vector2.ZERO

BLFO

BLFO: Vector2 = Vector2.ZERO

BRBG

BRBG: Vector2 = Vector2.ZERO

BRBO

BRBO: Vector2 = Vector2.ZERO

BRFG

BRFG: Vector2 = Vector2.ZERO

BRFO

BRFO: Vector2 = Vector2.ZERO

TLBG

TLBG: Vector2 = Vector2.ZERO

TLBO

TLBO: Vector2 = Vector2.ZERO

TLFG

TLFG: Vector2 = Vector2.ZERO

TLFO

TLFO: Vector2 = Vector2.ZERO

TRBG

TRBG: Vector2 = Vector2.ZERO

TRBO

TRBO: Vector2 = Vector2.ZERO

TRFG

TRFG: Vector2 = Vector2.ZERO

TRFO

TRFO: Vector2 = Vector2.ZERO

Const englishDictionaries

englishDictionaries: object

[Dictionary.Action]

[Dictionary.Action]: {} & {} = actions

[Dictionary.AutoSave]

[Dictionary.AutoSave]: {} & {} = autoSaveOptions

[Dictionary.BindableType]

[Dictionary.BindableType]: {} & {} = bindableTypes

[Dictionary.Bindable]

[Dictionary.Bindable]: {} & {} = bindables

[Dictionary.Biome]

[Dictionary.Biome]: {} = biomes

Type declaration

[Dictionary.Book]

[Dictionary.Book]: {} & {} = books

[Dictionary.Challenge]

[Dictionary.Challenge]: {} & {} = challenges

[Dictionary.ChangelogSection]

[Dictionary.ChangelogSection]: {} & {} = changelogSections

[Dictionary.CharacterSort]

[Dictionary.CharacterSort]: {} & {} = characterSorts

[Dictionary.Command]

[Dictionary.Command]: {} & {} = commands

[Dictionary.Corpse]

[Dictionary.Corpse]: any = corpses as any

[Dictionary.CraftEfficacy]

[Dictionary.CraftEfficacy]: {} & {} = craftEfficacies

[Dictionary.Creature]

[Dictionary.Creature]: {} & {} = creatures

[Dictionary.DamageType]

[Dictionary.DamageType]: {} & {} = damageTypes

[Dictionary.DoodadGroup]

[Dictionary.DoodadGroup]: any = doodadGroups as any

[Dictionary.Doodad]

[Dictionary.Doodad]: {} & {} = doodads

[Dictionary.EquipEffect]

[Dictionary.EquipEffect]: {} & {} = equipEffects

[Dictionary.EquipSlot]

[Dictionary.EquipSlot]: {} & {} = slots

[Dictionary.ExhaustionLevel]

[Dictionary.ExhaustionLevel]: {} = exhaustionLevels

Type declaration

[Dictionary.FireStage]

[Dictionary.FireStage]: {} = fireStages

Type declaration

[Dictionary.GameEndMessage]

[Dictionary.GameEndMessage]: {} & {} = gameEndMessages

[Dictionary.GameMode]

[Dictionary.GameMode]: {} & {} = gameModes

[Dictionary.GrowthFungus]

[Dictionary.GrowthFungus]: any = growthFungus

[Dictionary.Growth]

[Dictionary.Growth]: any = growth

[Dictionary.HelpArticle]

[Dictionary.HelpArticle]: {} & {} = helpArticles

[Dictionary.HighscoreSort]

[Dictionary.HighscoreSort]: {} & {} = highscoreSorts

[Dictionary.HumanName]

[Dictionary.HumanName]: {} & {} = names

[Dictionary.Input]

[Dictionary.Input]: {} = inputs

Type declaration

[Dictionary.InspectType]

[Dictionary.InspectType]: {} & {} = inspectTypes

[Dictionary.InterruptChoice]

[Dictionary.InterruptChoice]: {} & {} = interruptChoices

[Dictionary.Interrupt]

[Dictionary.Interrupt]: {} & {} = interrupts

[Dictionary.ItemGroup]

[Dictionary.ItemGroup]: {} & {} = itemGroups

[Dictionary.Item]

[Dictionary.Item]: {} & {} = items

[Dictionary.JoinServerRetryReason]

[Dictionary.JoinServerRetryReason]: {} & {} = joinServerRetryReasons

[Dictionary.LegendaryType]

[Dictionary.LegendaryType]: {} & {} = legendaryItems

[Dictionary.Macro]

[Dictionary.Macro]: {} = macros

Type declaration

[Dictionary.Message]

[Dictionary.Message]: {} & {} = messages

[Dictionary.MessagesDefaultFilter]

[Dictionary.MessagesDefaultFilter]: {} & {} = messagesDefaultFilters

[Dictionary.MessagesTimestampMode]

[Dictionary.MessagesTimestampMode]: {} & {} = messagesTimestampModes

[Dictionary.MilestoneModifierGroup]

[Dictionary.MilestoneModifierGroup]: {} & {} = milestoneModifierGroups

[Dictionary.Milestone]

[Dictionary.Milestone]: {} & {} = milestones

[Dictionary.Misc]

[Dictionary.Misc]: {} & {} = miscTranslations

[Dictionary.ModLoadError]

[Dictionary.ModLoadError]: any = modLoadErrors as any

[Dictionary.ModLoadFailureReason]

[Dictionary.ModLoadFailureReason]: {} & {} = modLoadFailureReasons

[Dictionary.ModProvide]

[Dictionary.ModProvide]: {} & {} = modProvides

[Dictionary.ModSort]

[Dictionary.ModSort]: {} & {} = modSorts

[Dictionary.ModType]

[Dictionary.ModType]: {} & {} = modTypes

[Dictionary.MultiplayerDisconnectReason]

[Dictionary.MultiplayerDisconnectReason]: {} & {} = disconnectReasons

[Dictionary.MusicPlaylist]

[Dictionary.MusicPlaylist]: {} & {} = musicPlaylists

[Dictionary.NPC]

[Dictionary.NPC]: {} & {} = npcs

[Dictionary.Note]

[Dictionary.Note]: any = notes

[Dictionary.Number]

[Dictionary.Number]: { 0: string; 1: string; 10: string; 11: string; 12: string; 13: string; 14: string; 15: string; 16: string; 17: string; 18: string; 19: string; 2: string; 3: string; 4: string; 5: string; 6: string; 7: string; 8: string; 9: string; billions: string; hundreds: string; millions: string; ten1: string; ten2: string; ten3: string; ten4: string; ten5: string; ten6: string; ten7: string; ten8: string; ten9: string; tens: string; thousands: string } = numbers

Type declaration

  • 0: string
  • 1: string
  • 10: string
  • 11: string
  • 12: string
  • 13: string
  • 14: string
  • 15: string
  • 16: string
  • 17: string
  • 18: string
  • 19: string
  • 2: string
  • 3: string
  • 4: string
  • 5: string
  • 6: string
  • 7: string
  • 8: string
  • 9: string
  • billions: string
  • hundreds: string
  • millions: string
  • ten1: string
  • ten2: string
  • ten3: string
  • ten4: string
  • ten5: string
  • ten6: string
  • ten7: string
  • ten8: string
  • ten9: string
  • tens: string
  • thousands: string

[Dictionary.PartOfDay]

[Dictionary.PartOfDay]: {} & {} = partsOfDay

[Dictionary.PowerMode]

[Dictionary.PowerMode]: {} & {} = powerModes

[Dictionary.QuadrantComponentContextMenuAction]

[Dictionary.QuadrantComponentContextMenuAction]: {} & {} = quadrantComponentContextMenuActions

[Dictionary.QuadrantComponent]

[Dictionary.QuadrantComponent]: {} & {} = quadrantComponents

[Dictionary.Quality]

[Dictionary.Quality]: any = itemQualities

[Dictionary.QuestRequirement]

[Dictionary.QuestRequirement]: {} & {} = requirements

[Dictionary.Quest]

[Dictionary.Quest]: {} & {} = quests

[Dictionary.SaveSlotSort]

[Dictionary.SaveSlotSort]: {} & {} = saveSlotSorts

[Dictionary.Skill]

[Dictionary.Skill]: {} & {} = skills

[Dictionary.Source]

[Dictionary.Source]: {} & {} = sources

[Dictionary.Stat]

[Dictionary.Stat]: {} & {} = stats

[Dictionary.StatusEffect]

[Dictionary.StatusEffect]: {} & {} = statusEffects

[Dictionary.TeamMemberResponsibility]

[Dictionary.TeamMemberResponsibility]: {} & {} = teamMemberResponsibilities

[Dictionary.Terrain]

[Dictionary.Terrain]: {} & {} = terrains

[Dictionary.TileEvent]

[Dictionary.TileEvent]: {} & {} = tileEvents

[Dictionary.TravelingEffectStrategy]

[Dictionary.TravelingEffectStrategy]: {} & {} = travelingEffectStrategies

[Dictionary.UiQuadrant]

[Dictionary.UiQuadrant]: {} & {} = uiQuadrants

[Dictionary.Ui]

[Dictionary.Ui]: {} & {} = uiTranslations

[Dictionary.UnableToJoinReason]

[Dictionary.UnableToJoinReason]: {} & {} = unableToJoinReasons

[Dictionary.UnlockedRecipesStrategy]

[Dictionary.UnlockedRecipesStrategy]: {} & {} = unlockedRecipesStrategies

[Dictionary.Website]

[Dictionary.Website]: {} = websites

Type declaration

[Dictionary.WeightStatus]

[Dictionary.WeightStatus]: {} = weightStatuses

Type declaration

[Dictionary.WorldLayer]

[Dictionary.WorldLayer]: any = worldLayers as any

Const entrySchema

entrySchema: object

oneOf

oneOf: ({ type: string } | { minItems: number; type: string; items: object })[] = [{type: "string",},{type: "array",items: {anyOf: [{type: "string",},{type: "null",},],},minItems: 1,},]

Const equipEffects

equipEffects: object

[EquipEffect.LightSource]

[EquipEffect.LightSource]: string = "Light Source"

[EquipEffect.Telescopy]

[EquipEffect.Telescopy]: string = "Telescopy"

Const escapedSegment

escapedSegment: object

regex

regex: RegExp = /^\{(.*)\}$/

handle

  • handle(match: RegExpMatchArray): string
  • Parameters

    • match: RegExpMatchArray

    Returns string

Const exhaustionLevels

exhaustionLevels: object

[ExhaustionLevel.Exhausted]

[ExhaustionLevel.Exhausted]: string = "exhausted"

[ExhaustionLevel.None]

[ExhaustionLevel.None]: string = "none"

[ExhaustionLevel.Overexerting]

[ExhaustionLevel.Overexerting]: string = "overexerting"

[ExhaustionLevel.Tired]

[ExhaustionLevel.Tired]: string = "tired"

Const fire

fire: object

animated

animated: true = true

blocksTile

blocksTile: true = true

decayMax

decayMax: number = 240

isTall

isTall: true = true

lightSource

lightSource: true = true

providesFire

providesFire: true = true

spreadMax

spreadMax: number = 14

getProducedTemperature

  • getProducedTemperature(tileEvent?: TileEvent): number
  • Parameters

    Returns number

update

  • Parameters

    Returns void

Const fireStages

fireStages: object

[FireStage.AlmostExtinguished]

[FireStage.AlmostExtinguished]: string = "The fire is almost extinguished."

[FireStage.Embers]

[FireStage.Embers]: string = "The fire has reduced to embers."

[FireStage.Healthy]

[FireStage.Healthy]: string = "The fire is very healthy."

[FireStage.Raging]

[FireStage.Raging]: string = "The fire is raging!"

[FireStage.Struggling]

[FireStage.Struggling]: string = "The fire is struggling."

[FireStage.Thriving]

[FireStage.Thriving]: string = "The fire is thriving."

Const formatListSegment

formatListSegment: object

regex

regex: RegExp = /^([a-zA-Z0-9_-]+(?:\.[a-zA-Z0-9_-]+)*)?\.\.\.(.*)/

handle

  • handle(__namedParameters: [undefined, string, string], segment: string, api: ISegmentApi, ...args: any[]): IStringSection[]
  • Parameters

    • __namedParameters: [undefined, string, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const fungus

fungus: object

durability

durability: number = 12

graphicVariation

graphicVariation: true = true

items

items: { type: HoneyFungus }[] = [{ type: ItemType.HoneyFungus },]

renderBelowItems

renderBelowItems: true = true

skillUse

skillUse: Mycology = SkillType.Mycology

spreadMax

spreadMax: number = 1

update

  • Parameters

    Returns void

particles

particles: object

b

b: number = 172

g

g: number = 208

r

r: number = 235

Const gameEndMessages

gameEndMessages: object

[GameEndMessage.Dead]

[GameEndMessage.Dead]: string[] = ["Your bones lay bleaching, lost to time.","The end is just the beginning.","Sadly, no trace of you was ever found.",]

[GameEndMessage.Win]

[GameEndMessage.Win]: string[] = ["You find your way back to civilization and end your journey.","You sail back and enjoyed a good life with your riches.","You traveled back to civilization, but is this the end?",]

Const gameModes

gameModes: object

[GameMode.Casual]

[GameMode.Casual]: [string, string] = ["Casual","Dying will respawn you in the last place you rested or slept, with your items dropped at the location of your demise. Most creatures are neutral/peaceful unless attacked.",]

[GameMode.Challenge]

[GameMode.Challenge]: [string, string] = ["Challenge","Randomized difficulty modifiers and a unique set of quests, intended for quick play sessions. Saving is disabled in this mode. Choose the \"Daily\" option to compete with others or yourself for highscores.",]

[GameMode.Custom]

[GameMode.Custom]: [string, string] = ["Custom","Customize your game, choosing from a large set of difficulty modifiers.",]

[GameMode.Hardcore]

[GameMode.Hardcore]: [string, string] = ["Hardcore","The default and definitive way to play. Death is permanent.",]

Const gameOptionsIcons

gameOptionsIcons: object

[GameOptionsIcon.Benignity]

[GameOptionsIcon.Benignity]: object

check

tooltip

[GameOptionsIcon.Bleeding]

[GameOptionsIcon.Bleeding]: object

tooltip

tooltip: (Anonymous function) = getEffectTooltip(StatusType.Bleeding)

check

[GameOptionsIcon.Burned]

[GameOptionsIcon.Burned]: object

tooltip

tooltip: (Anonymous function) = getEffectTooltip(StatusType.Burned)

check

[GameOptionsIcon.Creatures]

[GameOptionsIcon.Creatures]: object

check

  • Parameters

    Returns boolean

tooltip

  • Parameters

    Returns void

[GameOptionsIcon.EternalDay]

[GameOptionsIcon.EternalDay]: object

check

check: (Anonymous function) = isEternal(TIME_ETERNAL_DAY)

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.EternalNight]

[GameOptionsIcon.EternalNight]: object

check

check: (Anonymous function) = isEternal(TIME_ETERNAL_NIGHT)

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.Health]

[GameOptionsIcon.Health]: object

tooltip

tooltip: (Anonymous function) = getStatTooltip(Stat.Health)

check

[GameOptionsIcon.Hunger]

[GameOptionsIcon.Hunger]: object

tooltip

tooltip: (Anonymous function) = getStatTooltip(Stat.Hunger)

check

[GameOptionsIcon.Malignity]

[GameOptionsIcon.Malignity]: object

check

tooltip

[GameOptionsIcon.NoItems]

[GameOptionsIcon.NoItems]: object

check

  • Parameters

    Returns boolean

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.Peaceful]

[GameOptionsIcon.Peaceful]: object

check

  • Parameters

    Returns boolean

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.Poisoned]

[GameOptionsIcon.Poisoned]: object

tooltip

tooltip: (Anonymous function) = getEffectTooltip(StatusType.Poisoned)

check

[GameOptionsIcon.Respawn]

[GameOptionsIcon.Respawn]: object

check

  • Parameters

    Returns boolean

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.Skills]

[GameOptionsIcon.Skills]: object

check

  • Parameters

    Returns boolean

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.Stamina]

[GameOptionsIcon.Stamina]: object

tooltip

tooltip: (Anonymous function) = getStatTooltip(Stat.Stamina)

check

[GameOptionsIcon.Thirst]

[GameOptionsIcon.Thirst]: object

tooltip

tooltip: (Anonymous function) = getStatTooltip(Stat.Thirst)

check

[GameOptionsIcon.Time]

[GameOptionsIcon.Time]: object

check

  • Parameters

    Returns boolean

tooltip

  • Parameters

    Returns ITooltip

[GameOptionsIcon.Weight]

[GameOptionsIcon.Weight]: object

check

tooltip

Const growth

growth: object

[GrowingStage.Bare]

[GrowingStage.Bare]: string = "bare"

[GrowingStage.Budding]

[GrowingStage.Budding]: string = "budding"

[GrowingStage.Flowering]

[GrowingStage.Flowering]: string = "flowering"

[GrowingStage.Germinating]

[GrowingStage.Germinating]: string = "germinating"

[GrowingStage.Ripening]

[GrowingStage.Ripening]: string = "ripening"

[GrowingStage.Seedling]

[GrowingStage.Seedling]: string = "seedling"

[GrowingStage.Vegetative]

[GrowingStage.Vegetative]: string = "vegetative"

Const growthFungus

growthFungus: object

[GrowingStage.Bare]

[GrowingStage.Bare]: string = "bare"

[GrowingStage.Budding]

[GrowingStage.Budding]: string = "young"

[GrowingStage.Flowering]

[GrowingStage.Flowering]: string = "fruiting"

[GrowingStage.Germinating]

[GrowingStage.Germinating]: string = "germinating"

[GrowingStage.Ripening]

[GrowingStage.Ripening]: string = "full"

[GrowingStage.Seedling]

[GrowingStage.Seedling]: string = "spreading"

[GrowingStage.Vegetative]

[GrowingStage.Vegetative]: string = "forming"

Const guano

guano: object

decayMax

decayMax: number = 4800

graphicVariation

graphicVariation: true = true

isWaste

isWaste: true = true

pickUp

pickUp: Guano = ItemType.Guano

renderBelowItems

renderBelowItems: true = true

particles

particles: object

b

b: number = 63

g

g: number = 82

r

r: number = 105

Const handlePositionAxes

handlePositionAxes: object

Maps a dialog HandlePosition to every Axis that it can move on.

[HandlePosition.BottomLeft]

[HandlePosition.BottomLeft]: [X, Y] = [Axis.X, Axis.Y]

[HandlePosition.BottomRight]

[HandlePosition.BottomRight]: [X, Y] = [Axis.X, Axis.Y]

[HandlePosition.Bottom]

[HandlePosition.Bottom]: [Y] = [Axis.Y]

[HandlePosition.Header]

[HandlePosition.Header]: [] = []

[HandlePosition.Left]

[HandlePosition.Left]: [X] = [Axis.X]

[HandlePosition.Right]

[HandlePosition.Right]: [X] = [Axis.X]

[HandlePosition.TopLeft]

[HandlePosition.TopLeft]: [X, Y] = [Axis.X, Axis.Y]

[HandlePosition.TopRight]

[HandlePosition.TopRight]: [X, Y] = [Axis.X, Axis.Y]

[HandlePosition.Top]

[HandlePosition.Top]: [Y] = [Axis.Y]

Const handlePositionEdges

handlePositionEdges: object

Maps every HandlePosition to a map of what Edges are in it and the Axis they are on.

[HandlePosition.Header]

[HandlePosition.Header]: {}

Type declaration

[HandlePosition.BottomLeft]

[HandlePosition.BottomLeft]: object

[Axis.X]

[Axis.X]: Left = Edge.Left

[Axis.Y]

[Axis.Y]: Bottom = Edge.Bottom

[HandlePosition.BottomRight]

[HandlePosition.BottomRight]: object

[Axis.X]

[Axis.X]: Right = Edge.Right

[Axis.Y]

[Axis.Y]: Bottom = Edge.Bottom

[HandlePosition.Bottom]

[HandlePosition.Bottom]: object

[Axis.Y]

[Axis.Y]: Bottom = Edge.Bottom

[HandlePosition.Left]

[HandlePosition.Left]: object

[Axis.X]

[Axis.X]: Left = Edge.Left

[HandlePosition.Right]

[HandlePosition.Right]: object

[Axis.X]

[Axis.X]: Right = Edge.Right

[HandlePosition.TopLeft]

[HandlePosition.TopLeft]: object

[Axis.X]

[Axis.X]: Left = Edge.Left

[Axis.Y]

[Axis.Y]: Top = Edge.Top

[HandlePosition.TopRight]

[HandlePosition.TopRight]: object

[Axis.X]

[Axis.X]: Right = Edge.Right

[Axis.Y]

[Axis.Y]: Top = Edge.Top

[HandlePosition.Top]

[HandlePosition.Top]: object

[Axis.Y]

[Axis.Y]: Top = Edge.Top

Const handlePositionOtherEdges

handlePositionOtherEdges: object

An object for mapping one corner handle position edge to the other

[HandlePosition.BottomLeft]

[HandlePosition.BottomLeft]: object

[Edge.Bottom]

[Edge.Bottom]: Left = Edge.Left

[Edge.Left]

[Edge.Left]: Bottom = Edge.Bottom

[HandlePosition.BottomRight]

[HandlePosition.BottomRight]: object

[Edge.Bottom]

[Edge.Bottom]: Right = Edge.Right

[Edge.Right]

[Edge.Right]: Bottom = Edge.Bottom

[HandlePosition.TopLeft]

[HandlePosition.TopLeft]: object

[Edge.Left]

[Edge.Left]: Top = Edge.Top

[Edge.Top]

[Edge.Top]: Left = Edge.Left

[HandlePosition.TopRight]

[HandlePosition.TopRight]: object

[Edge.Right]

[Edge.Right]: Top = Edge.Top

[Edge.Top]

[Edge.Top]: Right = Edge.Right

Const headingSegment

headingSegment: object

regex

regex: RegExp = /^heading:/

handle

  • handle(__namedParameters: [string], segment: string, api: ISegmentApi, ...args: any[]): any[]
  • Parameters

    • __namedParameters: [string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns any[]

Const highscoreSorts

highscoreSorts: object

[HighscoreSort.Recency]

[HighscoreSort.Recency]: string = "Last Played"

[HighscoreSort.SaveName]

[HighscoreSort.SaveName]: string = "Save Name"

[HighscoreSort.Score]

[HighscoreSort.Score]: string = "Score"

Const iceCapMapGen

iceCapMapGen: object

generate

generate: generate

postProcess

postProcess: postProcess

Const inputs

inputs: object

AltLeft

AltLeft: string = "Left Alt"

AltRight

AltRight: string = "Right Alt"

ArrowDown

ArrowDown: string = "Down"

ArrowLeft

ArrowLeft: string = "Left"

ArrowRight

ArrowRight: string = "Right"

ArrowUp

ArrowUp: string = "Up"

AudioVolumeDown

AudioVolumeDown: string = "Volume Down"

AudioVolumeMute

AudioVolumeMute: string = "Volume Mute"

AudioVolumeUp

AudioVolumeUp: string = "Volume Up"

Backquote

Backquote: string = "`"

Backslash

Backslash: string = "\"

BracketLeft

BracketLeft: string = "["

BracketRight

BracketRight: string = "]"

BrowserBack

BrowserBack: string = "Browser Back"

BrowserFavorites

BrowserFavorites: string = "Browser Favorites"

BrowserForward

BrowserForward: string = "Browser Forward"

BrowserHome

BrowserHome: string = "Browser Home"

BrowserRefresh

BrowserRefresh: string = "Browser Refresh"

BrowserSearch

BrowserSearch: string = "Browser Search"

BrowserStop

BrowserStop: string = "Browser Stop"

CapsLock

CapsLock: string = "Caps Lock"

Comma

Comma: string = ","

ContextMenu

ContextMenu: string = "Context Menu"

ControlLeft

ControlLeft: string = "Left Ctrl"

ControlRight

ControlRight: string = "Right Ctrl"

Digit0

Digit0: string = "0"

Digit1

Digit1: string = "1"

Digit2

Digit2: string = "2"

Digit3

Digit3: string = "3"

Digit4

Digit4: string = "4"

Digit5

Digit5: string = "5"

Digit6

Digit6: string = "6"

Digit7

Digit7: string = "7"

Digit8

Digit8: string = "8"

Digit9

Digit9: string = "9"

Equal

Equal: string = "="

Fn

Fn: string = "Function"

FnLock

FnLock: string = "Function Lock"

IntlBackslash

IntlBackslash: string = "|"

IntlRo

IntlRo: string = "ろ"

IntlYen

IntlYen: string = "¥"

KeyA

KeyA: string = "A"

KeyB

KeyB: string = "B"

KeyC

KeyC: string = "C"

KeyD

KeyD: string = "D"

KeyE

KeyE: string = "E"

KeyF

KeyF: string = "F"

KeyG

KeyG: string = "G"

KeyH

KeyH: string = "H"

KeyI

KeyI: string = "I"

KeyJ

KeyJ: string = "J"

KeyK

KeyK: string = "K"

KeyL

KeyL: string = "L"

KeyM

KeyM: string = "M"

KeyN

KeyN: string = "N"

KeyO

KeyO: string = "O"

KeyP

KeyP: string = "P"

KeyQ

KeyQ: string = "Q"

KeyR

KeyR: string = "R"

KeyS

KeyS: string = "S"

KeyT

KeyT: string = "T"

KeyU

KeyU: string = "U"

KeyV

KeyV: string = "V"

KeyW

KeyW: string = "W"

KeyX

KeyX: string = "X"

KeyY

KeyY: string = "Y"

KeyZ

KeyZ: string = "Z"

LaunchApp1

LaunchApp1: string = "Launch App #1"

LaunchApp2

LaunchApp2: string = "Launch App #2"

LaunchMail

LaunchMail: string = "Email"

MediaPlayPause

MediaPlayPause: string = "Play/Pause"

MediaSelect

MediaSelect: string = "Select"

MediaStop

MediaStop: string = "Stop"

MediaTrackNext

MediaTrackNext: string = "Next Track"

MediaTrackPrevious

MediaTrackPrevious: string = "Previous Track"

MetaLeft

MetaLeft: string = "Left OS"

MetaRight

MetaRight: string = "Right OS"

Minus

Minus: string = "-"

NumLock

NumLock: string = "Num Lock"

Numpad0

Numpad0: string = "Numpad 0"

Numpad1

Numpad1: string = "Numpad 1"

Numpad2

Numpad2: string = "Numpad 2"

Numpad3

Numpad3: string = "Numpad 3"

Numpad4

Numpad4: string = "Numpad 4"

Numpad5

Numpad5: string = "Numpad 5"

Numpad6

Numpad6: string = "Numpad 6"

Numpad7

Numpad7: string = "Numpad 7"

Numpad8

Numpad8: string = "Numpad 8"

Numpad9

Numpad9: string = "Numpad 9"

NumpadAdd

NumpadAdd: string = "Numpad +"

NumpadBackspace

NumpadBackspace: string = "Numpad Backspace"

NumpadClear

NumpadClear: string = "Numpad Clear"

NumpadClearEntry

NumpadClearEntry: string = "Numpad Clear Entry"

NumpadComma

NumpadComma: string = "Numpad ,"

NumpadDecimal

NumpadDecimal: string = "Numpad ."

NumpadDivide

NumpadDivide: string = "Numpad /"

NumpadEnter

NumpadEnter: string = "Numpad Enter"

NumpadEqual

NumpadEqual: string = "Numpad ="

NumpadHash

NumpadHash: string = "Numpad Hash"

NumpadMemoryAdd

NumpadMemoryAdd: string = "Numpad Memory Add"

NumpadMemoryClear

NumpadMemoryClear: string = "Numpad Memory Clear"

NumpadMemoryRecall

NumpadMemoryRecall: string = "Numpad Memory Recall"

NumpadMemoryStore

NumpadMemoryStore: string = "Numpad Memory Store"

NumpadMemorySubtract

NumpadMemorySubtract: string = "Numpad Memory Subtract"

NumpadMultiply

NumpadMultiply: string = "Numpad *"

NumpadParenLeft

NumpadParenLeft: string = "Numpad ("

NumpadParenRight

NumpadParenRight: string = "Numpad )"

NumpadStar

NumpadStar: string = "Numpad Star"

NumpadSubtract

NumpadSubtract: string = "Numpad -"

PageDown

PageDown: string = "Page Down"

PageUp

PageUp: string = "Page Up"

Period

Period: string = "."

PrintScreen

PrintScreen: string = "Print Screen"

Quote

Quote: string = """

ScrollLock

ScrollLock: string = "Scroll Lock"

Semicolon

Semicolon: string = ";"

ShiftLeft

ShiftLeft: string = "Left Shift"

ShiftRight

ShiftRight: string = "Right Shift"

Slash

Slash: string = "/"

VolumeDown

VolumeDown: string = "Volume Down"

VolumeMute

VolumeMute: string = "Volume Mute"

VolumeUp

VolumeUp: string = "Volume Up"

WakeUp

WakeUp: string = "Wake Up"

[InputCatalyst.getTranslationId(InputCatalyst.mouseButton(0))]

[InputCatalyst.getTranslationId(InputCatalyst.mouseButton(0))]: string = "Left Click"

[InputCatalyst.getTranslationId(InputCatalyst.mouseButton(1))]

[InputCatalyst.getTranslationId(InputCatalyst.mouseButton(1))]: string = "Middle Click"

[InputCatalyst.getTranslationId(InputCatalyst.mouseButton(2))]

[InputCatalyst.getTranslationId(InputCatalyst.mouseButton(2))]: string = "Right Click"

[InputCatalyst.getTranslationId(InputCatalyst.scroll("Down"))]

[InputCatalyst.getTranslationId(InputCatalyst.scroll("Down"))]: string = "Scroll Down"

[InputCatalyst.getTranslationId(InputCatalyst.scroll("Up"))]

[InputCatalyst.getTranslationId(InputCatalyst.scroll("Up"))]: string = "Scroll Up"

[Modifier.getTranslationId("Alt")]

[Modifier.getTranslationId("Alt")]: string = "Alt"

[Modifier.getTranslationId("Ctrl")]

[Modifier.getTranslationId("Ctrl")]: string = "Ctrl"

[Modifier.getTranslationId("Shift")]

[Modifier.getTranslationId("Shift")]: string = "Shift"

Const inspectTypes

inspectTypes: object

[InspectType.Corpse]

[InspectType.Corpse]: string = "Corpses"

[InspectType.Corpses]

[InspectType.Corpses]: string = "Corpse List"

[InspectType.Creature]

[InspectType.Creature]: string = "Creatures"

[InspectType.Doodad]

[InspectType.Doodad]: string = "Doodads"

[InspectType.Ghost]

[InspectType.Ghost]: string = "Ghost Players"

[InspectType.Item]

[InspectType.Item]: string = "Items"

[InspectType.Items]

[InspectType.Items]: string = "Item List"

[InspectType.NPC]

[InspectType.NPC]: string = "NPCs"

[InspectType.Player]

[InspectType.Player]: string = "Players"

[InspectType.Self]

[InspectType.Self]: string = "Self"

[InspectType.TileEventMinor]

[InspectType.TileEventMinor]: string = "Minor Tile Events"

[InspectType.TileEvent]

[InspectType.TileEvent]: string = "Tile Events"

[InspectType.Tile]

[InspectType.Tile]: string = "Terrain"

Const inspectionTypeMap

inspectionTypeMap: object

[InspectType.Corpse]

[InspectType.Corpse]: CorpseInspection = CorpseInspection

[InspectType.Corpses]

[InspectType.Corpses]: CorpsesInspection = CorpsesInspection

[InspectType.Creature]

[InspectType.Creature]: CreatureInspection = CreatureInspection

[InspectType.Doodad]

[InspectType.Doodad]: DoodadInspection = DoodadInspection

[InspectType.Ghost]

[InspectType.Ghost]: PlayerInspection = PlayerInspection

[InspectType.Item]

[InspectType.Item]: ItemInspection = ItemInspection

[InspectType.Items]

[InspectType.Items]: ItemsInspection = ItemsInspection

[InspectType.NPC]

[InspectType.NPC]: NPCInspection = NPCInspection

[InspectType.Player]

[InspectType.Player]: PlayerInspection = PlayerInspection

[InspectType.Self]

[InspectType.Self]: SelfInspection = SelfInspection

[InspectType.TileEventMinor]

[InspectType.TileEventMinor]: Minor = TileEventInspection.Minor

[InspectType.TileEvent]

[InspectType.TileEvent]: TileEventInspection = TileEventInspection

[InspectType.Tile]

[InspectType.Tile]: TileInspection = TileInspection

Const interruptChoices

interruptChoices: object

[Choice.Cancel]

[Choice.Cancel]: string = "Cancel"

[Choice.ContinueAnyway]

[Choice.ContinueAnyway]: string = "Continue Anyway"

[Choice.LocalFile]

[Choice.LocalFile]: string = "Local File"

[Choice.NoWarn]

[Choice.NoWarn]: string = "{#--message-type-bad:No}"

[Choice.No]

[Choice.No]: string = "No"

[Choice.Ok]

[Choice.Ok]: string = "OK"

[Choice.OpenSaveFolderAndQuit]

[Choice.OpenSaveFolderAndQuit]: string = "Open Save Folder and Quit"

[Choice.Quit]

[Choice.Quit]: string = "Quit"

[Choice.Rejoin]

[Choice.Rejoin]: string = "Rejoin"

[Choice.Rename]

[Choice.Rename]: string = "Rename"

[Choice.Retry]

[Choice.Retry]: string = "Retry"

[Choice.SaveAndQuit]

[Choice.SaveAndQuit]: string = "Save & Quit"

[Choice.SteamWorkshop]

[Choice.SteamWorkshop]: string = "Steam Workshop"

[Choice.Yes]

[Choice.Yes]: string = "Yes"

Const interrupts

interrupts: object

[Interrupt.GameCannotRun]

[Interrupt.GameCannotRun]: string[] = ["Wayward cannot be run on this system or browser.","{0}",]

[Interrupt.GameConfirmationActionOnFire]

[Interrupt.GameConfirmationActionOnFire]: string[] = ["Are you sure you want to\n{1} from {0}?","It is on fire!",]

[Interrupt.GameConfirmationDestroyOnGather]

[Interrupt.GameConfirmationDestroyOnGather]: string[] = ["Gathering or harvesting {0} {1} will not provide any resources yet.","Are you sure you want to destroy it?",]

[Interrupt.GameConfirmationDroppingContainer]

[Interrupt.GameConfirmationDroppingContainer]: string[] = ["This container contains items.","Are you sure you want to drop it?",]

[Interrupt.GameConfirmationRestWithEquippedFireSource]

[Interrupt.GameConfirmationRestWithEquippedFireSource]: string[] = ["{0} with {1} may start a fire or harm you.","Are you sure you want to {2}?",]

[Interrupt.GameContainerNotFull]

[Interrupt.GameContainerNotFull]: string[] = ["The desalination process is not complete.","Are you sure you want to detach the empty container?",]

[Interrupt.GameDangerousStep]

[Interrupt.GameDangerousStep]: string[] = ["Are you sure you want to step there?","Stepping onto {0} is dangerous!"]

[Interrupt.GameDesalinationNoNeed]

[Interrupt.GameDesalinationNoNeed]: string[] = ["This water does not need to undergo the desalination process.","Do you want to pour it in the still to purify?",]

[Interrupt.GameDialogMessagesEditFiltersResetConfirm]

[Interrupt.GameDialogMessagesEditFiltersResetConfirm]: string[] = ["Are you sure you want\nto reset your filters?","There is no undo.",]

[Interrupt.GameDialogMessagesEditFiltersSaveOverExisting]

[Interrupt.GameDialogMessagesEditFiltersSaveOverExisting]: string[] = ["There is already a filter with this name.","Would you like to save over it?",]

[Interrupt.GameExtinguishWaterStill]

[Interrupt.GameExtinguishWaterStill]: string[] = ["This water still already contains water.","Do you want to extinguish the fire?",]

[Interrupt.GameItemMayBeDestroyedInCraft]

[Interrupt.GameItemMayBeDestroyedInCraft]: string[] = ["{0} may be destroyed on failure or use.","Do you wish to continue?",]

[Interrupt.GameItemMayBeDestroyedOnUse]

[Interrupt.GameItemMayBeDestroyedOnUse]: string[] = ["Item may be destroyed on use.","Do you wish to continue?",]

[Interrupt.GameItemMayCauseBurns]

[Interrupt.GameItemMayCauseBurns]: string[] = ["Items used in this craft may cause burns due to them being in or on fire.","Do you wish to continue?",]

[Interrupt.GameItemsMayBeDestroyedOnUse]

[Interrupt.GameItemsMayBeDestroyedOnUse]: string[] = ["Your {0} may be destroyed.","Are you sure you want to do that?",]

[Interrupt.GameLoadFailure]

[Interrupt.GameLoadFailure]: string[] = ["Failed to Load the Game","Please create a topic and send us your logs on the {link(https://steamcommunity.com/app/379210/discussions/1/):Bug Reports Forum}.",]

[Interrupt.GameLoadingAutoSaving]

[Interrupt.GameLoadingAutoSaving]: string = "Auto Saving"

[Interrupt.GameLoadingFinalizingWorld]

[Interrupt.GameLoadingFinalizingWorld]: string = "Finalizing World"

[Interrupt.GameLoadingGame]

[Interrupt.GameLoadingGame]: string = "Loading Game"

[Interrupt.GameLoadingGeneratingWorld]

[Interrupt.GameLoadingGeneratingWorld]: string = "Generating World"

[Interrupt.GameLoadingLostGLContext]

[Interrupt.GameLoadingLostGLContext]: string[] = ["Lost GL Context","An issue has occurred with your GPU. The game is now attempting to recover.\n\nIf it does not recover, please save and quit the game.",]

[Interrupt.GameLoadingMods]

[Interrupt.GameLoadingMods]: string = "Loading Mods"

[Interrupt.GameLoadingMultiplayerPlayerConnecting]

[Interrupt.GameLoadingMultiplayerPlayerConnecting]: string = "Player Connecting"

[Interrupt.GameLoadingMultiplayerSyncing]

[Interrupt.GameLoadingMultiplayerSyncing]: string = "Syncing With Server"

[Interrupt.GameLoadingQuitting]

[Interrupt.GameLoadingQuitting]: string = "Quitting Game"

[Interrupt.GameLoadingReloadingWebGl]

[Interrupt.GameLoadingReloadingWebGl]: string = "Reloading WebGl"

[Interrupt.GameLoadingResting]

[Interrupt.GameLoadingResting]: string = "Resting"

[Interrupt.GameLoadingSaving]

[Interrupt.GameLoadingSaving]: string = "Saving Game"

[Interrupt.GameLoadingSleeping]

[Interrupt.GameLoadingSleeping]: string = "Sleeping"

[Interrupt.GameLoadingSprites]

[Interrupt.GameLoadingSprites]: string = "Loading Sprites"

[Interrupt.GameLoadingTravelingMultiplayer]

[Interrupt.GameLoadingTravelingMultiplayer]: string[] = ["Traveling","Waiting for the server...",]

[Interrupt.GameLoadingTraveling]

[Interrupt.GameLoadingTraveling]: string = "Traveling"

[Interrupt.GameLoadingWorld]

[Interrupt.GameLoadingWorld]: string = "Loading World"

[Interrupt.GameMessagesContextMenuClear]

[Interrupt.GameMessagesContextMenuClear]: string[] = ["Are you sure you want to clear\nyour //entire// message history?","There is no undo.",]

[Interrupt.GameMultiplayerSynchronizing]

[Interrupt.GameMultiplayerSynchronizing]: string[] = ["Synchronizing","Synchronizing game state with the server.",]

[Interrupt.GameMultiplayerTravelVote]

[Interrupt.GameMultiplayerTravelVote]: string[] = ["{0} wants to travel away and everyone must travel together.\nFood and water are recommended.","Do you want to travel to another island?",]

[Interrupt.GameNoHealingRequired]

[Interrupt.GameNoHealingRequired]: string[] = ["Your target for healing is not damaged or bleeding.","Are you sure you want to heal anyways?",]

[Interrupt.GameNoSaveOnDeath]

[Interrupt.GameNoSaveOnDeath]: string[] = ["You Have Died","You cannot save while dead in hardcore mode.",]

[Interrupt.GamePickUpStillWithWater]

[Interrupt.GamePickUpStillWithWater]: string[] = ["This still contains water.","Do you want to pick it up, and empty the water out?",]

[Interrupt.GameReleaseCreature]

[Interrupt.GameReleaseCreature]: string = "Are you sure you want to release {0}?"

[Interrupt.GameRenameCreature]

[Interrupt.GameRenameCreature]: string = "What would you like to name the {0}?"

[Interrupt.GameRenameDoodad]

[Interrupt.GameRenameDoodad]: string = "What would you like to name the {0}?"

[Interrupt.GameRenameItem]

[Interrupt.GameRenameItem]: string = "What would you like to name the {0}?"

[Interrupt.GameReturnToTitleScreenChallenge]

[Interrupt.GameReturnToTitleScreenChallenge]: string[] = ["Are you sure you want to\nreturn to the title screen?","Your progress is not saved in Challenge Mode!",]

[Interrupt.GameReturnToTitleScreen]

[Interrupt.GameReturnToTitleScreen]: string[] = ["Are you sure you want to\nreturn to the title screen?","Your progress will be saved automatically.",]

[Interrupt.GameSailAwayEnd]

[Interrupt.GameSailAwayEnd]: string[] = ["Are you sure you want\nto sail to civilization?","Your challenge will be completed and your journey will be over.",]

[Interrupt.GameSailAwayReturnable]

[Interrupt.GameSailAwayReturnable]: string[] = ["Are you sure you want\nto sail to civilization?","Your journey will be over, but you can always return back to these lands.\nFood and water are recommended.",]

[Interrupt.GameSaveFailure]

[Interrupt.GameSaveFailure]: string[] = ["Failed to Save the Game","Please create a topic and send us your logs on the {link(https://steamcommunity.com/app/379210/discussions/1/):Bug Reports Forum}.",]

[Interrupt.GameStartModifiers]

[Interrupt.GameStartModifiers]: string[] = ["", ""]

[Interrupt.GameTravelConfirmation]

[Interrupt.GameTravelConfirmation]: string[] = ["Are you sure you want to travel away?","Food and water are recommended.",]

[Interrupt.GameWellConvert]

[Interrupt.GameWellConvert]: string[] = ["Pouring this water will convert the water in the well to seawater.","Do you want to convert the water in the well?",]

[Interrupt.MenuChangelogLoadingChangelog]

[Interrupt.MenuChangelogLoadingChangelog]: string = "Loading Changelog"

[Interrupt.MenuCharacterCreationImportCharacterFailure]

[Interrupt.MenuCharacterCreationImportCharacterFailure]: string = "Unable to Import Character"

[Interrupt.MenuCharacterSelectionDeleteCharacter]

[Interrupt.MenuCharacterSelectionDeleteCharacter]: string = "Are you sure you want to delete the character template '{0}'?"

[Interrupt.MenuCustomGameOptionsConfirmImport]

[Interrupt.MenuCustomGameOptionsConfirmImport]: string[] = ["Are you sure you want to\nimport different options?","Any existing configuration will be replaced.",]

[Interrupt.MenuCustomGameOptionsImportFailure]

[Interrupt.MenuCustomGameOptionsImportFailure]: string[] = ["Failed to import custom game options.","Send us your file and your log!",]

[Interrupt.MenuCustomGameOptionsLoadingImporting]

[Interrupt.MenuCustomGameOptionsLoadingImporting]: string = "Importing custom game options..."

[Interrupt.MenuGameEndDeleteSaveDescription]

[Interrupt.MenuGameEndDeleteSaveDescription]: string = "Your highscore and unlocks are saved."

[Interrupt.MenuGameEndGhostDeleteSave]

[Interrupt.MenuGameEndGhostDeleteSave]: string = "You are dead.Do you want to keep this save?"

[Interrupt.MenuGameEndReturnToTitleScreenChallengeDescription]

[Interrupt.MenuGameEndReturnToTitleScreenChallengeDescription]: string = "This world will be gone forever."

[Interrupt.MenuGameEndReturnToTitleScreenChallengeMultiplayerDescription]

[Interrupt.MenuGameEndReturnToTitleScreenChallengeMultiplayerDescription]: string = "{#--message-type-bad:{0?There are other players connected.}Saving is disabled in Challenge Mode!}"

[Interrupt.MenuGameEndReturnToTitleScreenMultiplayerDescription]

[Interrupt.MenuGameEndReturnToTitleScreenMultiplayerDescription]: string = "{#--message-type-bad:{0?There are other players connected.}}"

[Interrupt.MenuGameEndReturnToTitleScreen]

[Interrupt.MenuGameEndReturnToTitleScreen]: string = "Are you sure you want toreturn to the title screen?"

[Interrupt.MenuGameEndWonDeleteSave]

[Interrupt.MenuGameEndWonDeleteSave]: string = "You have won.Do you want to keep this save?"

[Interrupt.MenuLoadGameDeleteSave]

[Interrupt.MenuLoadGameDeleteSave]: string = "Are you sure you want todelete the save '{0}'?"

[Interrupt.MenuLoadGameDeleteSaves]

[Interrupt.MenuLoadGameDeleteSaves]: string[] = ["Are you sure you want\nto delete {0} saves?","{#--color-bad:There is no undo!}",]

[Interrupt.MenuLoadGameExportType]

[Interrupt.MenuLoadGameExportType]: string = "How would you like to export this save?"

[Interrupt.MenuLoadGameImportSaveFailure]

[Interrupt.MenuLoadGameImportSaveFailure]: string[] = ["Failed to import save.","Send us your file and your log!",]

[Interrupt.MenuLoadGameLoadingExportingSave]

[Interrupt.MenuLoadGameLoadingExportingSave]: string = "Exporting Save"

[Interrupt.MenuLoadGameLoadingImportingSave]

[Interrupt.MenuLoadGameLoadingImportingSave]: string = "Importing Save"

[Interrupt.MenuLoadGameLoading]

[Interrupt.MenuLoadGameLoading]: string = "Loading Saves"

[Interrupt.MenuLoadGameMissingMod]

[Interrupt.MenuLoadGameMissingMod]: string[] = ["Are you sure you want to load this save?\nMod(s) are missing. This may cause bugs.","{0?Missing Mods\\: {0...}}\n{1?Disabled Mods\\: {1...}}",]

[Interrupt.MenuLoadGamePublishError]

[Interrupt.MenuLoadGamePublishError]: string[] = ["There was an error publishing the\nsave game mod to the workshop.","{0}",]

[Interrupt.MenuLoadGamePublishingSave]

[Interrupt.MenuLoadGamePublishingSave]: string = "Publishing Save"

[Interrupt.MenuMainLoadingChangelog]

[Interrupt.MenuMainLoadingChangelog]: string = "Loading Changelog"

[Interrupt.MenuMainLoadingNews]

[Interrupt.MenuMainLoadingNews]: string = "Loading News"

[Interrupt.MenuMainOldVersionWarning]

[Interrupt.MenuMainOldVersionWarning]: string[] = ["You've loaded an older version\nof the game!","You previously played {0}. You're now playing {1}.\nUnintended side effects may occur, such as losing all save data.\nIt is highly recommended you backup the Wayward save folder before continuing.",]

[Interrupt.MenuMainWelcomeToVersion]

[Interrupt.MenuMainWelcomeToVersion]: string[] = ["Welcome to Wayward {0}!","Please visit the News menu to see what's new.\nAll mods have been disabled by default.",]

[Interrupt.MenuMilestoneModifiersConfirmImport]

[Interrupt.MenuMilestoneModifiersConfirmImport]: string[] = ["Are you sure you want to import\na different list of modifiers?","Any existing modifiers will be replaced.",]

[Interrupt.MenuMilestoneModifiersImportFailure]

[Interrupt.MenuMilestoneModifiersImportFailure]: string[] = ["Failed to import custom game options.","Send us your file and your log!",]

[Interrupt.MenuMilestoneModifiersLoadingImporting]

[Interrupt.MenuMilestoneModifiersLoadingImporting]: string = "Importing modifiers..."

[Interrupt.MenuModsConfirmDisableDependents]

[Interrupt.MenuModsConfirmDisableDependents]: string[] = ["{0} can't be disabled without disabling its dependent mods. Would you like to disable them?","Dependents: {1}",]

[Interrupt.MenuModsConfirmEnableDisabledDependencies]

[Interrupt.MenuModsConfirmEnableDisabledDependencies]: string[] = ["{0} can't be enabled without enabling its required mods. Would you like to enable them?","Required mods: {1}",]

[Interrupt.MenuModsConfirmPublishUpdate]

[Interrupt.MenuModsConfirmPublishUpdate]: string = "Are you sure you want to publishan update to this mod?"

[Interrupt.MenuModsConfirmPublish]

[Interrupt.MenuModsConfirmPublish]: string = "Are you sure you wantto publish this mod?"

[Interrupt.MenuModsConfirmUninstallMod]

[Interrupt.MenuModsConfirmUninstallMod]: string = "Are you sure you want touninstall {0}?"

[Interrupt.MenuModsInfoMissingDependencies]

[Interrupt.MenuModsInfoMissingDependencies]: string[] = ["{0} can't be enabled because it is missing other required mods.","Required mods: {1}",]

[Interrupt.MenuModsModEnableMultipleLanguages]

[Interrupt.MenuModsModEnableMultipleLanguages]: string[] = ["This mod provides multiple languages.","Would you like to go to the\noptions menu and change language?",]

[Interrupt.MenuModsModEnableUseLanguage]

[Interrupt.MenuModsModEnableUseLanguage]: string = "This mod provides a language.Would you like to switch to it?"

[Interrupt.MenuModsPublishError]

[Interrupt.MenuModsPublishError]: string[] = ["Could Not Publish Mod","Error: {0}",]

[Interrupt.MenuModsPublishUpdateError]

[Interrupt.MenuModsPublishUpdateError]: string[] = ["Could Not Publish Mod Update","Error: {0}",]

[Interrupt.MenuModsPublishedReminderRequiredModsOnWorkshop]

[Interrupt.MenuModsPublishedReminderRequiredModsOnWorkshop]: string = "Don't forget to add the required modson the Steam Workshop page!"

[Interrupt.MenuModsPublishingMod]

[Interrupt.MenuModsPublishingMod]: string = "Publishing Mod"

[Interrupt.MenuModsSubmenuEditInternalModsModsListChangeReload]

[Interrupt.MenuModsSubmenuEditInternalModsModsListChangeReload]: string[] = ["Reload the game?","Changing the internal mods list requires a reload.",]

[Interrupt.MenuModsUnloadableSaveGameMod]

[Interrupt.MenuModsUnloadableSaveGameMod]: string[] = ["Unloadable Save Game","The save game '{0}' cannot be loaded due to being too old or incompatible with this version of Wayward.",]

[Interrupt.MenuModsUpdatingMod]

[Interrupt.MenuModsUpdatingMod]: string = "Publishing Mod Update"

[Interrupt.MenuMultiplayerCannotJoinFailedToLoadMods]

[Interrupt.MenuMultiplayerCannotJoinFailedToLoadMods]: string[] = ["Cannot Join Server","Failed to load required mods: {0...}\n",]

[Interrupt.MenuNewGameTooManySaves]

[Interrupt.MenuNewGameTooManySaves]: string[] = ["There are too many saves!","Delete old saves before making new ones.",]

[Interrupt.MenuOptionsConfirmImportGlobalData]

[Interrupt.MenuOptionsConfirmImportGlobalData]: string[] = ["Are you sure you want to replace\nyour non-world save data?","This will delete your existing options, highscores, milestones,\nmod states, characters, and unlocked crafting recipes.",]

[Interrupt.MenuOptionsConfirmUnlockMilestones]

[Interrupt.MenuOptionsConfirmUnlockMilestones]: string[] = ["Are you sure you want to\nunlock all milestones?","Your previous unlock progress cannot be restored.\nConsider backing up your global save data.",]

[Interrupt.MenuOptionsConfirmUnlockRecipes]

[Interrupt.MenuOptionsConfirmUnlockRecipes]: string[] = ["Are you sure you want to\nunlock all crafting recipes?","Your previous unlock progress cannot be restored.\nConsider backing up your global save data.",]

[Interrupt.MenuOptionsLoadingImportingGlobalData]

[Interrupt.MenuOptionsLoadingImportingGlobalData]: string = "Replacing non-world save data..."

[Interrupt.MenuOptionsLoading]

[Interrupt.MenuOptionsLoading]: string = "Loading Options"

[Interrupt.MenuOptionsReloadGame]

[Interrupt.MenuOptionsReloadGame]: string = "Are you sure you want toreload the game?"

[Interrupt.MenuOptionsSaveDataClearAll]

[Interrupt.MenuOptionsSaveDataClearAll]: string[] = ["Are you sure you want to\nclear all save data?","This includes options, game saves, and milestone progress.",]

[Interrupt.MenuOptionsSaveDataClearBindings]

[Interrupt.MenuOptionsSaveDataClearBindings]: string = "Are you sure you want toreset all bindings to defaults?"

[Interrupt.MenuOptionsSaveDataClearCharacters]

[Interrupt.MenuOptionsSaveDataClearCharacters]: string = "Are you sure you want todelete all of your previous characters?"

[Interrupt.MenuOptionsSaveDataClearCraftingRecipes]

[Interrupt.MenuOptionsSaveDataClearCraftingRecipes]: string = "Are you sure you want to resetyour unlocked crafting recipes?"

[Interrupt.MenuOptionsSaveDataClearHighscores]

[Interrupt.MenuOptionsSaveDataClearHighscores]: string = "Are you sure you want toremove your highscores?"

[Interrupt.MenuOptionsSaveDataClearMilestones]

[Interrupt.MenuOptionsSaveDataClearMilestones]: string = "Are you sure you want toreset your milestone progress?"

[Interrupt.MenuOptionsSaveDataClearOptions]

[Interrupt.MenuOptionsSaveDataClearOptions]: string = "Are you sure you want toreset all of your options?"

[Interrupt.MenuOptionsSaveDataClearSaves]

[Interrupt.MenuOptionsSaveDataClearSaves]: string = "Are you sure you want todelete all of your game saves?"

[Interrupt.MenuPauseGhostKeepSave]

[Interrupt.MenuPauseGhostKeepSave]: string[] = ["You are dead.\nDo you want to keep this save?","Your highscore and unlocks are saved.",]

[Interrupt.MenuPauseReturnToTitleScreenChallengeDescription]

[Interrupt.MenuPauseReturnToTitleScreenChallengeDescription]: string = "{#--message-type-bad:Your progress is not saved in Challenge Mode!}"

[Interrupt.MenuPauseReturnToTitleScreenChallengeMultiplayerDescription]

[Interrupt.MenuPauseReturnToTitleScreenChallengeMultiplayerDescription]: string = "{#--message-type-bad:{0?There are players connected.}Your progress is not saved in Challenge Mode!}"

[Interrupt.MenuPauseReturnToTitleScreenMultiplayerDescription]

[Interrupt.MenuPauseReturnToTitleScreenMultiplayerDescription]: string = "{0?{#--message-type-bad:There are players connected.}{1?:}}{1?:Your progress will be saved automatically.}"

[Interrupt.MenuPauseReturnToTitleScreen]

[Interrupt.MenuPauseReturnToTitleScreen]: string[] = ["Are you sure you want to\nreturn to the title screen?","Your progress will be saved automatically.",]

[Interrupt.MultiplayerConnecting]

[Interrupt.MultiplayerConnecting]: string[] = ["Connecting","Waiting for the server to respond...",]

[Interrupt.MultiplayerDisconnect]

[Interrupt.MultiplayerDisconnect]: never[] = []

[Interrupt.MultiplayerDownloadingWorldData]

[Interrupt.MultiplayerDownloadingWorldData]: string[] = ["Connected","Downloading world data - {0}%",]

[Interrupt.MultiplayerFailedToConnect]

[Interrupt.MultiplayerFailedToConnect]: string[] = ["Unable to Join Game","Failed to connect.\n\n{0}",]

[Interrupt.MultiplayerRestartServerAfterLoadingSave]

[Interrupt.MultiplayerRestartServerAfterLoadingSave]: string[] = ["Multiplayer","Would you like to reopen your multiplayer server?",]

[Interrupt.MultiplayerWaitingForWorldData]

[Interrupt.MultiplayerWaitingForWorldData]: string[] = ["Connected","Waiting for world data",]

[Interrupt.SteamworksLoadingRefreshingMods]

[Interrupt.SteamworksLoadingRefreshingMods]: string = "Refreshing Mods"

[Interrupt.SteamworksModImportSaveGameFailure]

[Interrupt.SteamworksModImportSaveGameFailure]: string = "Failed to import the save game from the mod '{0}'."

[Interrupt.SteamworksModImportedSaveGame]

[Interrupt.SteamworksModImportedSaveGame]: string = "The mod '{0}' has imported a saved game."

[Interrupt.SteamworksModPublishModJsonUpdateFailed]

[Interrupt.SteamworksModPublishModJsonUpdateFailed]: string[] = ["Mod published, but failed to update mod.json file.",'Please ensure your mod.json has the following metadata:\n{#--color-code:"publishedFileId": "{1}"}\n\nThe error when trying to update the mod.json:\n{#--color-error:{0}}',]

[Interrupt.SteamworksModWithNameAlreadyExists]

[Interrupt.SteamworksModWithNameAlreadyExists]: string = "A mod with that name already exists. Try changing the name of the slot."

[Interrupt.SteamworksOpenFolderFailure]

[Interrupt.SteamworksOpenFolderFailure]: string[] = ["Failed to open the folder.","Please navigate to the folder manually.",]

[Interrupt.SteamworksURLOpenedInBrowser]

[Interrupt.SteamworksURLOpenedInBrowser]: string = "The URL has been opened in your default web browser."

[Interrupt.SteamworksWorkshopOpenedInBrowser]

[Interrupt.SteamworksWorkshopOpenedInBrowser]: string[] = ["The Steam Workshop has been opened in a browser.","Press OK after you're done viewing the Workshop.",]

Const italicizedSegment

italicizedSegment: object

endChar

endChar: string = "//"

regex

regex: RegExp = /^.*$/

startChar

startChar: string = "//"

handle

  • Parameters

    • _: RegExpMatchArray
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const itemGroups

itemGroups: object

[ItemGroup.All]

[ItemGroup.All]: string = ""

[ItemGroup.Anvil]

[ItemGroup.Anvil]: string = "anvil"

[ItemGroup.Arrow]

[ItemGroup.Arrow]: string = "arrow"

[ItemGroup.Bait]

[ItemGroup.Bait]: string = "bait"

[ItemGroup.Bedding]

[ItemGroup.Bedding]: string = "bedding"

[ItemGroup.Bone]

[ItemGroup.Bone]: string = "bone"

[ItemGroup.Book]

[ItemGroup.Book]: string = "book"

[ItemGroup.Bullet]

[ItemGroup.Bullet]: string = "bullet"

[ItemGroup.Campfire]

[ItemGroup.Campfire]: string = "campfire"

[ItemGroup.Carbon]

[ItemGroup.Carbon]: string = "carbon"

[ItemGroup.ClayJugOfPotableWater]

[ItemGroup.ClayJugOfPotableWater]: string = "clay jug of potable water"

[ItemGroup.CoconutContainerOfPotableWater]

[ItemGroup.CoconutContainerOfPotableWater]: string = "coconut container of potable water"

[ItemGroup.Compost]

[ItemGroup.Compost]: string = "compost"

[ItemGroup.ContainerOfDesalinatedWater]

[ItemGroup.ContainerOfDesalinatedWater]: string = "container of desalinated water"

[ItemGroup.ContainerOfMedicinalWater]

[ItemGroup.ContainerOfMedicinalWater]: string = "container of medicinal water"

[ItemGroup.ContainerOfMilk]

[ItemGroup.ContainerOfMilk]: string = "container of milk"

[ItemGroup.ContainerOfPurifiedFreshWater]

[ItemGroup.ContainerOfPurifiedFreshWater]: string = "container of purified fresh water"

[ItemGroup.ContainerOfSeawater]

[ItemGroup.ContainerOfSeawater]: string = "container of seawater"

[ItemGroup.ContainerOfUnpurifiedFreshWater]

[ItemGroup.ContainerOfUnpurifiedFreshWater]: string = "container of unpurified fresh water"

[ItemGroup.CookedFood]

[ItemGroup.CookedFood]: string = "cooked food"

[ItemGroup.CookedMeat]

[ItemGroup.CookedMeat]: string = "cooked meat"

[ItemGroup.CookingEquipment]

[ItemGroup.CookingEquipment]: string = "cooking equipment"

[ItemGroup.Cookware]

[ItemGroup.Cookware]: string = "cookware"

[ItemGroup.Cordage]

[ItemGroup.Cordage]: string = "cordage"

[ItemGroup.Enchantment]

[ItemGroup.Enchantment]: string = "enchantment item"

[ItemGroup.Equipment]

[ItemGroup.Equipment]: string = "equipment"

[ItemGroup.Fabric]

[ItemGroup.Fabric]: string = "fabric"

[ItemGroup.FireSource]

[ItemGroup.FireSource]: string = "fire source"

[ItemGroup.FireStarter]

[ItemGroup.FireStarter]: string = "fire starter"

[ItemGroup.Firemaking]

[ItemGroup.Firemaking]: string = "firemaking item"

[ItemGroup.FrozenWater]

[ItemGroup.FrozenWater]: string = "frozen water"

[ItemGroup.Fruit]

[ItemGroup.Fruit]: string = "fruit"

[ItemGroup.Fuel]

[ItemGroup.Fuel]: string = "fuel"

[ItemGroup.Furnace]

[ItemGroup.Furnace]: string = "furnace"

[ItemGroup.GlassBottleOfPotableWater]

[ItemGroup.GlassBottleOfPotableWater]: string = "glass bottle of potable water"

[ItemGroup.Glue]

[ItemGroup.Glue]: string = "glue"

[ItemGroup.Hammer]

[ItemGroup.Hammer]: string = "hammer"

[ItemGroup.Health]

[ItemGroup.Health]: string = "health item"

[ItemGroup.Heating]

[ItemGroup.Heating]: string = "heating"

[ItemGroup.Housing]

[ItemGroup.Housing]: string = "housing"

[ItemGroup.Insect]

[ItemGroup.Insect]: string = "insect"

[ItemGroup.Invalid]

[ItemGroup.Invalid]: string = ""

[ItemGroup.Kiln]

[ItemGroup.Kiln]: string = "kiln"

[ItemGroup.Kindling]

[ItemGroup.Kindling]: string = "kindling"

[ItemGroup.Last]

[ItemGroup.Last]: string = ""

[ItemGroup.LightDevice]

[ItemGroup.LightDevice]: string = "light device"

[ItemGroup.LiquidContainer]

[ItemGroup.LiquidContainer]: string = "liquid container"

[ItemGroup.Liquid]

[ItemGroup.Liquid]: string = "liquid"

[ItemGroup.LitCandle]

[ItemGroup.LitCandle]: string = "lit candle"

[ItemGroup.LitTorch]

[ItemGroup.LitTorch]: string = "lit torch"

[ItemGroup.Meat]

[ItemGroup.Meat]: string = "meat"

[ItemGroup.Medicinal]

[ItemGroup.Medicinal]: string = "medicinal item"

[ItemGroup.MortarAndPestle]

[ItemGroup.MortarAndPestle]: string = "mortar and pestle"

[ItemGroup.Needle]

[ItemGroup.Needle]: string = "needle"

[ItemGroup.Other]

[ItemGroup.Other]: string = "other"

[ItemGroup.Pole]

[ItemGroup.Pole]: string = "pole"

[ItemGroup.Powder]

[ItemGroup.Powder]: string = "powder"

[ItemGroup.Preservative]

[ItemGroup.Preservative]: string = "preservative"

[ItemGroup.Pulp]

[ItemGroup.Pulp]: string = "pulp"

[ItemGroup.RawFish]

[ItemGroup.RawFish]: string = "raw fish"

[ItemGroup.RawMeat]

[ItemGroup.RawMeat]: string = "raw meat"

[ItemGroup.Refinement]

[ItemGroup.Refinement]: string = "refinement item"

[ItemGroup.Reinforcement]

[ItemGroup.Reinforcement]: string = "reinforcement item"

[ItemGroup.Repairing]

[ItemGroup.Repairing]: string = "repairing item"

[ItemGroup.Rock]

[ItemGroup.Rock]: string = "rock"

[ItemGroup.SandCastFlask]

[ItemGroup.SandCastFlask]: string = "sand cast flask"

[ItemGroup.Sand]

[ItemGroup.Sand]: string = "sand"

[ItemGroup.Seed]

[ItemGroup.Seed]: string = "seed"

[ItemGroup.SharpenedRock]

[ItemGroup.SharpenedRock]: string = "sharpened rock"

[ItemGroup.Sharpened]

[ItemGroup.Sharpened]: string = "sharpened item"

[ItemGroup.Storage]

[ItemGroup.Storage]: string = "storage"

[ItemGroup.Tinder]

[ItemGroup.Tinder]: string = "tinder"

[ItemGroup.Tongs]

[ItemGroup.Tongs]: string = "tongs"

[ItemGroup.Tool]

[ItemGroup.Tool]: string = "tool"

[ItemGroup.Transmogrification]

[ItemGroup.Transmogrification]: string = "transmogrification item"

[ItemGroup.Trap]

[ItemGroup.Trap]: string = "trap"

[ItemGroup.Travel]

[ItemGroup.Travel]: string = "travel item"

[ItemGroup.Treasure]

[ItemGroup.Treasure]: string = "treasure"

[ItemGroup.Untradable]

[ItemGroup.Untradable]: string = "untradable item"

[ItemGroup.Vegetable]

[ItemGroup.Vegetable]: string = "vegetable"

[ItemGroup.WaterStill]

[ItemGroup.WaterStill]: string = "water still"

[ItemGroup.WaterskinOfPotableWater]

[ItemGroup.WaterskinOfPotableWater]: string = "waterskin of potable water"

[ItemGroup.Weapon]

[ItemGroup.Weapon]: string = "weapon"

Const items

items: object

[Item.AberrantSlitherSucker]

[Item.AberrantSlitherSucker]: [string, string] = ["aberrant slither sucker", "A living, writhing aberrant slither sucker, constricting itself to you, causing pain as it sinks its teeth into you."]

[Item.AloeVeraBandage]

[Item.AloeVeraBandage]: [string, string] = ["aloe vera bandage", "A dual purpose bandage type. Used to treat bleeding as well as the effects of being burned."]

[Item.AloeVeraLeaves]

[Item.AloeVeraLeaves]: [string, string] = ["aloe vera leaves", "Thick succulent plant leaves, sharp to the touch and known for their use as an antiseptic. Their inner flesh can be applied to the skin to reduce burning pain."]

[Item.AloeVeraSeeds]

[Item.AloeVeraSeeds]: [string, string] = ["aloe vera seeds", "These thin black seeds appear to be that from an aloe vera plant. They can be used to grow aloe vera or eaten in dire circumstances."]

[Item.AnimalClaw]

[Item.AnimalClaw]: [string, string] = ["animal claw", "A sharp claw from an animal. A perfect animal by-product for using as a needle."]

[Item.AnimalDroppings]

[Item.AnimalDroppings]: [string, string] = ["animal droppings", "Droppings produced by a small mammal to be used in composting."]

[Item.AnimalDung]

[Item.AnimalDung]: [string, string] = ["animal dung", "A seemingly fresh pile of feces, excreted from an animal. Although quite foul, it can perhaps be used for fertilizer."]

[Item.AnimalFat]

[Item.AnimalFat]: [string, string] = ["animal fat", "A gelatinous shaving of animal fat, slimy to the touch. Useful as a rendered fuel."]

[Item.AnimalFur]

[Item.AnimalFur]: [string, string] = ["animal fur", "A large clump of animal fur and hair. Could be used as tinder in a situation where wood is not available."]

[Item.AnimalGlue]

[Item.AnimalGlue]: [string, string] = ["animal glue", "A natural glue processed from boiling animal bones that can be used to reinforce and secure items."]

[Item.AnimalPelt]

[Item.AnimalPelt]: [string, string] = ["animal pelt", "The remains of an unlucky skinned animal. Can be used as a makeshift garment or dismantled into the hide and fur separately."]

[Item.AnimalSkull]

[Item.AnimalSkull]: [string, string] = ["animal skull", "A large hollowed-out, bleached animal skull, suitable for crafting into a provisional helmet."]

[Item.AppleSeeds]

[Item.AppleSeeds]: [string, string] = ["apple seeds", "Still scented like the apples they come from, these small brown seeds are used for planting to grow into apple trees."]

[Item.Apple]

[Item.Apple]: [string, string] = ["apple", "A juicy, delicious red apple. The fruit contains seeds to grow apple trees."]

[Item.ArcticPoppies]

[Item.ArcticPoppies]: [string, string] = ["arctic poppies", "A bundle of bright yellow poppies of the arctic variety which can be used medicinally."]

[Item.ArcticPoppySeeds]

[Item.ArcticPoppySeeds]: [string, string] = ["arctic poppy seeds", "A large collection of small poppy seeds."]

[Item.ArrowShaft]

[Item.ArrowShaft]: [string, string] = ["arrow shaft", "A whittled down pole, used for the shaft of a fletched arrow."]

[Item.AshCementBrick]

[Item.AshCementBrick]: [string, string] = ["ash cement brick", "The final form of the ash cement; mixed with the once-heated mixture and clay to give it rigidity, then baked over fire."]

[Item.AshCementFlooring]

[Item.AshCementFlooring]: [string, string] = ["ash cement flooring", "Flooring made from interweaving ash cement bricks."]

[Item.AshCementWall]

[Item.AshCementWall]: [string, string] = ["ash cement wall", "A wall constructed of recycled ash cement. Although the resource is abundant, the durability is not."]

[Item.AshCement]

[Item.AshCement]: [string, string] = ["ash cement", "A tacky slurry of cement, created by grinding ash and mixing it with liquid, heated to a glowing temperature, then broken down again with water."]

[Item.Backpack]

[Item.Backpack]: [string, string] = ["backpack", "Crafted with leather, it's suitable for holding many items on your back, reducing overall weight."]

[Item.Badderlocks]

[Item.Badderlocks]: [string, string] = ["badderlocks", "A stringy wet mass of seaweed. Can be used as cordage or eating in desperation."]

[Item.Bandage]

[Item.Bandage]: [string, string] = ["bandage", "A tattered piece of fabric, used to staunch wounds and prevent infection."]

[Item.BarkLeggings]

[Item.BarkLeggings]: [string, string] = ["bark leggings", "Rudimentary leg armor, crafted from strong tree bark and secured with string."]

[Item.BarkShield]

[Item.BarkShield]: [string, string] = ["bark shield", "A makeshift shield, used to block incoming attacks, made with tree bark and wrapped with string."]

[Item.BarkTorch]

[Item.BarkTorch]: [string, string] = ["bark torch", "A torch wrapped and bound by stripped tree bark, providing natural oils to increase the life of the torch."]

[Item.BarkTunic]

[Item.BarkTunic]: [string, string] = ["bark tunic", "Tree bark chest armor bound together with string."]

[Item.BeggartickSeeds]

[Item.BeggartickSeeds]: [string, string] = ["beggartick seeds", "Dried beggartick seeds which can be planted to grow flowers."]

[Item.Beggarticks]

[Item.Beggarticks]: [string, string] = ["beggarticks", "The flower and stems of beggarticks. Only useful in creating medicinal tonics, or ingesting directly if food supply is low."]

[Item.BlackPowder]

[Item.BlackPowder]: [string, string] = ["black powder", "A highly combustible powder, made up of a combination of minerals."]

[Item.BlackplateBoots]

[Item.BlackplateBoots]: [string, string] = ["blackplate boots", "Almost sharp to the touch, these expertly crafted annealed blackplate iron boots will make for satisfactory foot protection as well as fashion."]

[Item.BlackplateBreastplate]

[Item.BlackplateBreastplate]: [string, string] = ["blackplate breastplate", "A uniquely designed piece of armor to cover your torso with long sharpened points jutting out from the shoulders. Made from a special annealed form of iron."]

[Item.BlackplateGauntlets]

[Item.BlackplateGauntlets]: [string, string] = ["blackplate gauntlets", "Crafted from annealed iron, these blackplate gauntlets make for excellent hand guards."]

[Item.BlackplateGorget]

[Item.BlackplateGorget]: [string, string] = ["blackplate gorget", "A neck guard, forged from iron and annealed, giving it a darker appearance."]

[Item.BlackplateGreaves]

[Item.BlackplateGreaves]: [string, string] = ["blackplate greaves", "These leggings are crafted from iron and annealed, giving it a darkened hue and widened to make the wearer appear larger."]

[Item.BlackplateHelmet]

[Item.BlackplateHelmet]: [string, string] = ["blackplate helmet", "An evil gaze has been forged into the face of this annealed iron helmet, giving the wearer a menacing look upon equipping it. Two sturdy metal horns pierce outwards, mimicking some form of animal."]

[Item.BladesOfGrass]

[Item.BladesOfGrass]: [string, string] = ["blades of grass", "Clippings of grass; sharp to the touch when fresh, but can be dried and used for tinder."]

[Item.BoatPaddle]

[Item.BoatPaddle]: [string, string] = ["boat paddle", "A makeshift boat paddle used with boats and rafts, or combat if in dire need."]

[Item.BoiledChickenEgg]

[Item.BoiledChickenEgg]: [string, string] = ["boiled chicken egg", "A moist, delicious boiled egg. Great tasting and packed with protein."]

[Item.BoiledPenguinEgg]

[Item.BoiledPenguinEgg]: [string, string] = ["boiled penguin egg", "The whites of this egg are translucent, and the yolk is unset and bright orange. Although much different than a chicken egg, it will be just as packed with protein and nutrition."]

[Item.BoneFragments]

[Item.BoneFragments]: [string, string] = ["bone fragments", "A bundle of bones from a small vertebrate. Some cracked, others shattered. The pieces are quite sharp."]

[Item.BoneMeal]

[Item.BoneMeal]: [string, string] = ["bone meal", "A pestled pile of powdered bone remnants."]

[Item.BoneNeedle]

[Item.BoneNeedle]: [string, string] = ["bone needle", "A thin, hard, sharp needle, carved from bone."]

[Item.BonePole]

[Item.BonePole]: [string, string] = ["bone pole", "A smooth cudgel crafted from a large bone."]

[Item.Bone]

[Item.Bone]: [string, string] = ["bone", "A heavy, sun-bleached animal bone, suitable for rudimentary combat, gathering, or crafting into more useful items."]

[Item.BowDrill]

[Item.BowDrill]: [string, string] = ["bow drill", "An advanced fire starting device. Uses the string on a bow to rotate into the wood, reducing much effort."]

[Item.Bow]

[Item.Bow]: [string, string] = ["bow", "A bent wooden pole with a shorter string tied to both ends. The tension of the string is used to fire arrows."]

[Item.Branch]

[Item.Branch]: [string, string] = ["branch", "A typical tree branch, useful for a variety of crafts or stoking a fire."]

[Item.BullBoat]

[Item.BullBoat]: [string, string] = ["bull boat", "A boat made with leather and framed with curved wooden poles. Used to traverse water and travel to new locations."]

[Item.BundleOfSwitchgrass]

[Item.BundleOfSwitchgrass]: [string, string] = ["bundle of switchgrass", "Bundled up switchgrass stalks, complete with its seeds."]

[Item.BushelOfWheat]

[Item.BushelOfWheat]: [string, string] = ["bushel of wheat", "The clipped remains of the stalk and grains from wheat grass."]

[Item.ButtonMushrooms]

[Item.ButtonMushrooms]: [string, string] = ["button mushrooms", "Long lasting common white mushrooms. They appear safe to consume."]

[Item.CactusNeedle]

[Item.CactusNeedle]: [string, string] = ["cactus needle", "A needle from a cactus plant, useful in crafting smaller, more intricate items."]

[Item.CactusSpines]

[Item.CactusSpines]: [string, string] = ["cactus spines", "Thin, long spikes, suitable for crafting into makeshift needles."]

[Item.CarbonPowder]

[Item.CarbonPowder]: [string, string] = ["carbon powder", "Black, sooty carbonized powder."]

[Item.CarrotSeeds]

[Item.CarrotSeeds]: [string, string] = ["carrot seeds", "Seeds for growing carrots, taken from seeding carrot flowers."]

[Item.Carrot]

[Item.Carrot]: [string, string] = ["carrot", "A healthy looking root vegetable, orange in color and full of nutrients. Both the taproot and leaves are edible."]

[Item.CharcoalBandage]

[Item.CharcoalBandage]: [string, string] = ["charcoal bandage", "A cloth bandage, coated in charcoal and used for its natural antiseptic and anticoagulant properties."]

[Item.Charcoal]

[Item.Charcoal]: [string, string] = ["charcoal", "Condensed, carbon-rich burned matter."]

[Item.ChickenEgg]

[Item.ChickenEgg]: [string, string] = ["chicken egg", "A brown colored egg, laid by a chicken. Can be eaten as is, or cooked for a tastier meal."]

[Item.ChiveSeeds]

[Item.ChiveSeeds]: [string, string] = ["chive seeds", "The small black appearance of these seeds suggests they are for growing chives."]

[Item.Chives]

[Item.Chives]: [string, string] = ["chives", "A strong smelling and tasting plant, packed with nutrients and vitamins."]

[Item.ClayBlowpipe]

[Item.ClayBlowpipe]: [string, string] = ["clay blowpipe", "A sturdy blowpipe used for glassblowing."]

[Item.ClayBrick]

[Item.ClayBrick]: [string, string] = ["clay brick", "A hardened clay brick, used in the building of structures such as floors and walls."]

[Item.ClayCampfire]

[Item.ClayCampfire]: [string, string] = ["clay campfire", "A grouping of clay bricks shaped into a ring to contain a fire."]

[Item.ClayFlakes]

[Item.ClayFlakes]: [string, string] = ["clay flakes", "Dried shavings of clay. Created by shaving clay and drying over a period of time."]

[Item.ClayFlooring]

[Item.ClayFlooring]: [string, string] = ["clay flooring", "Flooring crafted from clay bricks. Could be used as decoration or as part of a building."]

[Item.ClayFurnace]

[Item.ClayFurnace]: [string, string] = ["clay furnace", "An enclosed structure made of clay bricks, which traps in the heat to keep a long-lasting, high-temperature fire."]

[Item.ClayJugOfDesalinatedWater]

[Item.ClayJugOfDesalinatedWater]: [string, string] = ["clay jug of desalinated water", "Potable, safe-to-drink water. The water in this clay jug has gone through the desalination process."]

[Item.ClayJugOfGoatMilk]

[Item.ClayJugOfGoatMilk]: [string, string] = ["clay jug of goat milk", "A clay jug full of nutritious raw goat milk."]

[Item.ClayJugOfMedicinalWater]

[Item.ClayJugOfMedicinalWater]: [string, string] = ["clay jug of medicinal water", "A clay jug containing medicinal water, used to cure and soothe certain ailments while also replenishing your thirst."]

[Item.ClayJugOfPurifiedFreshWater]

[Item.ClayJugOfPurifiedFreshWater]: [string, string] = ["clay jug of purified fresh water", "A clay jug filled with fresh, purified water. Can be used to quench your thirst."]

[Item.ClayJugOfSeawater]

[Item.ClayJugOfSeawater]: [string, string] = ["clay jug of seawater", "Unfiltered seawater, held in a clay jug. Unsuitable to drink in its current form but could be desalinated."]

[Item.ClayJugOfUnpurifiedFreshWater]

[Item.ClayJugOfUnpurifiedFreshWater]: [string, string] = ["clay jug of unpurified fresh water", "A clay jug full of natural, fresh water. Although it is drinkable, further purification is recommended."]

[Item.ClayJug]

[Item.ClayJug]: [string, string] = ["clay jug", "A fully hardened clay jug with a cork. Used to hold water."]

[Item.ClayKiln]

[Item.ClayKiln]: [string, string] = ["clay kiln", "Similar to a furnace, but constructed with clay and in a way that allows for proper heat distribution for crafting glass and clay items."]

[Item.ClayMortarAndPestle]

[Item.ClayMortarAndPestle]: [string, string] = ["clay mortar and pestle", "A grinding device made from fired and cured clay."]

[Item.ClaySandCastFlask]

[Item.ClaySandCastFlask]: [string, string] = ["clay sand cast flask", "A moulded clay flask, used for casting and shaping molten metal using malleable green sand."]

[Item.ClayWall]

[Item.ClayWall]: [string, string] = ["clay wall", "A wall made from clay bricks, set into a typical skewed, grid-like fashion to increase durability."]

[Item.ClayWaterStill]

[Item.ClayWaterStill]: [string, string] = ["clay water still", "A carved-out clay brick with a lid. It's used to desalinate water by boiling it and then collecting the steam into a separate container."]

[Item.ClayWell]

[Item.ClayWell]: [string, string] = ["clay well", "A well constructed of clay bricks, used to collect water by digging a shaft into the ground."]

[Item.ClematisSeeds]

[Item.ClematisSeeds]: [string, string] = ["clematis seeds", "Seeds to grow clematis. Can be eaten if desperate, but they do not contain any significant nutrition."]

[Item.ClematisVine]

[Item.ClematisVine]: [string, string] = ["clematis vine", "A long, winding clematis vine, suitable as cordage."]

[Item.Cloak]

[Item.Cloak]: [string, string] = ["cloak", "An old, but sturdy hooded cloak garment. It appears to be of high quality from a bygone era."]

[Item.Coal]

[Item.Coal]: [string, string] = ["coal", "A black and brittle mineral, staining anything it touches, but useful as fuel."]

[Item.CobblestoneFlooring]

[Item.CobblestoneFlooring]: [string, string] = ["cobblestone flooring", "Primitive flooring created by placing stones in an organized pattern, filling any gaps."]

[Item.CoconutContainerOfCoconutWater]

[Item.CoconutContainerOfCoconutWater]: [string, string] = ["coconut container of coconut water", "A coconut fruit, affixed with a string and cork to contain its natural juice. The container can be reused for other liquids once consumed."]

[Item.CoconutContainerOfDesalinatedWater]

[Item.CoconutContainerOfDesalinatedWater]: [string, string] = ["coconut container of desalinated water", "A coconut filled with water that has gone through the desalination process."]

[Item.CoconutContainerOfGoatMilk]

[Item.CoconutContainerOfGoatMilk]: [string, string] = ["coconut container of goat milk", "This coconut container is filled with goat milk, no doubt giving a unique flavor when consumed."]

[Item.CoconutContainerOfMedicinalWater]

[Item.CoconutContainerOfMedicinalWater]: [string, string] = ["coconut container of medicinal water", "A coconut containing medicinal water, used for treating certain conditions while also quenching some thirst."]

[Item.CoconutContainerOfPurifiedFreshWater]

[Item.CoconutContainerOfPurifiedFreshWater]: [string, string] = ["coconut container of purified fresh water", "Potable and purified fresh water, enclosed in a coconut container."]

[Item.CoconutContainerOfSeawater]

[Item.CoconutContainerOfSeawater]: [string, string] = ["coconut container of seawater", "A coconut container filled with seawater. Not suitable for consuming without first being desalinated to remove all the salt content and other impurities."]

[Item.CoconutContainerOfUnpurifiedFreshWater]

[Item.CoconutContainerOfUnpurifiedFreshWater]: [string, string] = ["coconut container of unpurified fresh water", "A container full of unpurified fresh water, contained within a coconut. Purification is recommended before consumption."]

[Item.CoconutContainer]

[Item.CoconutContainer]: [string, string] = ["coconut container", "An interim liquid container, crafted by poking a hole into a coconut and sealed using a cork."]

[Item.CoconutHusk]

[Item.CoconutHusk]: [string, string] = ["coconut husk", "The fibrous outer layer of a coconut. Useful as cordage, pulp, and tinder for starting fires."]

[Item.CoconutMeat]

[Item.CoconutMeat]: [string, string] = ["coconut meat", "An opened coconut fruit, revealing its fleshy edible coconut meat."]

[Item.Coconut]

[Item.Coconut]: [string, string] = ["coconut", "A fibrous and heavy fruit. Difficult to consume, but packed with plenty of caloric-dense coconut meat and milk."]

[Item.CompositeBow]

[Item.CompositeBow]: [string, string] = ["composite bow", "An expertly crafted bow, designed for both velocity and force."]

[Item.CookedAberrantMudskipper]

[Item.CookedAberrantMudskipper]: [string, string] = ["cooked aberrant mudskipper", "A large fishy feast brought to you by an atypical mudskipper."]

[Item.CookedAberrantScorpion]

[Item.CookedAberrantScorpion]: [string, string] = ["cooked aberrant scorpion", "Even though the aberrant scorpion is larger, and its corpse will provide much more food, the texture will most likely be worse when consuming it."]

[Item.CookedBlindfish]

[Item.CookedBlindfish]: [string, string] = ["cooked blindfish", "While the source of the food is a bit suspect, after being cooked, it appears to be more palatable."]

[Item.CookedChicken]

[Item.CookedChicken]: [string, string] = ["cooked chicken", "A well-cooked chicken, ready to consume and sure to satisfy."]

[Item.CookedChoppedFish]

[Item.CookedChoppedFish]: [string, string] = ["cooked chopped fish", "A sizable helping of chopped fish cooked and ready to ingest."]

[Item.CookedCod]

[Item.CookedCod]: [string, string] = ["cooked cod", "A seared, well-cooked cod, ready to consume and enjoy."]

[Item.CookedCornCob]

[Item.CookedCornCob]: [string, string] = ["cooked corn cob", "A well cooked cob of corn. Ready to consume and enjoy."]

[Item.CookedCrowberries]

[Item.CookedCrowberries]: [string, string] = ["cooked crowberries", "A stewed batch of crowberries, emphasizing their natural sugars while removing their bitter tannins."]

[Item.CookedFishKebab]

[Item.CookedFishKebab]: [string, string] = ["cooked fish kebab", "A skewered mass of fish chunks cooked delicately over flame to be consumed off the spear for an added flare."]

[Item.CookedFishSteak]

[Item.CookedFishSteak]: [string, string] = ["cooked fish steak", "A cooked fish fillet, seared on the outside and delicious."]

[Item.CookedJoshuaTreeFlowers]

[Item.CookedJoshuaTreeFlowers]: [string, string] = ["cooked joshua tree flowers", "A cooked batch of joshua tree flowers. The cooking process retains most of the nutrients but reduces some of the bitterness found in their uncooked form."]

[Item.CookedJoshuaTreeFruit]

[Item.CookedJoshuaTreeFruit]: [string, string] = ["cooked joshua tree fruit", "Roasted and dried joshua tree fruit. It gives off a delightful aroma and has a sweet taste."]

[Item.CookedMeat]

[Item.CookedMeat]: [string, string] = ["cooked meat", "Adequately heated meat, safe and ready for consumption."]

[Item.CookedMudskipper]

[Item.CookedMudskipper]: [string, string] = ["cooked mudskipper", "Not the best catch for sustenance or for its looks. Its bulgy eyes at least have been removed for eating."]

[Item.CookedPemmican]

[Item.CookedPemmican]: [string, string] = ["cooked pemmican", "A seasoned mound of dried ground meat, fried and cooked with fat for maximum flavor and caloric content."]

[Item.CookedPenguinMeat]

[Item.CookedPenguinMeat]: [string, string] = ["cooked penguin meat", "Although slightly off-putting, this greasy cooked meat will provide ample sustenance."]

[Item.CookedPotato]

[Item.CookedPotato]: [string, string] = ["cooked potato", "A skin-on cooked potato; soft and mushy and packed with calories."]

[Item.CookedRedSnapper]

[Item.CookedRedSnapper]: [string, string] = ["cooked red snapper", "A hefty meal for anybody; this cooked red snapper is sure to delight taste buds and satisfy bellies."]

[Item.CookedReptileMeat]

[Item.CookedReptileMeat]: [string, string] = ["cooked reptile meat", "A grilled piece of reptile meat. The look and texture could almost be passed as chicken."]

[Item.CookedScorpion]

[Item.CookedScorpion]: [string, string] = ["cooked scorpion", "While still a bit nauseating to consume, the cooked scorpion can provide much needed sustenance."]

[Item.CookedSpiderMeat]

[Item.CookedSpiderMeat]: [string, string] = ["cooked spider meat", "Crispy spider meat. Not the best texture or flavor, but contains the more edible portions of the deceased arachnid."]

[Item.CookedTaintedMeat]

[Item.CookedTaintedMeat]: [string, string] = ["cooked tainted meat", "A piece of discolored meat, cooked to kill possible toxins, but possibly still unsafe for consumption."]

[Item.CookedTentacles]

[Item.CookedTentacles]: [string, string] = ["cooked tentacles", "Although, still springy to the touch, this cooked cephalopod appendage can be stomached much easier than if raw."]

[Item.CookedWalleye]

[Item.CookedWalleye]: [string, string] = ["cooked walleye", "A fully cooked walleye. Its seared skin and white fleshy interior looks delicious."]

[Item.CookedWormMeat]

[Item.CookedWormMeat]: [string, string] = ["cooked worm meat", "A cooked patty of worm meat. Unappetizing to think about, but can provide as a good source of needed nutrition."]

[Item.CopalResin]

[Item.CopalResin]: [string, string] = ["copal resin", "Ground-up hardened tree resin. Can be melted with high heat to be used as a reinforcement and binding material."]

[Item.Copal]

[Item.Copal]: [string, string] = ["copal", "Hardened tree resin. Can be melted after grinding to reinforce items."]

[Item.CopperAnvil]

[Item.CopperAnvil]: [string, string] = ["copper anvil", "A heavy shaped slab of copper perched on a wooden base, used in the production of metal weapons, tools, and armor."]

[Item.CopperArrow]

[Item.CopperArrow]: [string, string] = ["copper arrow", "A fletched arrow, made with feathers and a copper arrowhead."]

[Item.CopperArrowhead]

[Item.CopperArrowhead]: [string, string] = ["copper arrowhead", "A sharp pointed arrowhead, formed from copper. Can be used as a carving implement."]

[Item.CopperAxe]

[Item.CopperAxe]: [string, string] = ["copper axe", "The perfect tool for tree chopping and gathering. This copper-bladed implement can also be used in carving and crafts that require a sharp tool."]

[Item.CopperBakingTray]

[Item.CopperBakingTray]: [string, string] = ["copper baking tray", "A thin rimmed baking sheet made from copper, primarily used for baking foods."]

[Item.CopperBoots]

[Item.CopperBoots]: [string, string] = ["copper boots", "Copper boots, work hardened and crafted to fit closely to your feet size."]

[Item.CopperBreastPlate]

[Item.CopperBreastPlate]: [string, string] = ["copper breastplate", "Cold formed in a classic abdominal design, this copper breastplate can protect your torso from damage."]

[Item.CopperBullet]

[Item.CopperBullet]: [string, string] = ["copper bullet", "A nearly solid copper bullet. Used as ammunition for slings and other ranged weaponry."]

[Item.CopperChest]

[Item.CopperChest]: [string, string] = ["copper chest", "A roomy copper chest, used for caching items and food storage, reducing spoilage."]

[Item.CopperDoubleAxe]

[Item.CopperDoubleAxe]: [string, string] = ["copper double axe", "An almost lumbering and unwieldy copper weapon and tool."]

[Item.CopperGauntlets]

[Item.CopperGauntlets]: [string, string] = ["copper gauntlets", "Complex and intricate, but still fairly durable. These copper hand armor pieces are used to block damage to your extremities."]

[Item.CopperGorget]

[Item.CopperGorget]: [string, string] = ["copper gorget", "A shiny copper neck protection piece."]

[Item.CopperGreaves]

[Item.CopperGreaves]: [string, string] = ["copper greaves", "Sturdy copper leggings that can be tied around your legs, shielding them from damage."]

[Item.CopperHammer]

[Item.CopperHammer]: [string, string] = ["copper hammer", "Although copper tends to be quite malleable, this copper hammer will do the trick in most cases for repair and other crafts."]

[Item.CopperHelmet]

[Item.CopperHelmet]: [string, string] = ["copper helmet", "A piece of copper head armor, designed with ancient sensibilities."]

[Item.CopperHoe]

[Item.CopperHoe]: [string, string] = ["copper hoe", "A gardening tool used to till ground. This tool is cold worked from copper."]

[Item.CopperIngot]

[Item.CopperIngot]: [string, string] = ["copper ingot", "A dense, formed brick of copper. Slag and other impurifies have been removed, making it useful for forging into tools, weapons, and armor."]

[Item.CopperLockPick]

[Item.CopperLockPick]: [string, string] = ["copper lock pick", "A small and precise device used for picking locks, made with refined copper ore."]

[Item.CopperMortarAndPestle]

[Item.CopperMortarAndPestle]: [string, string] = ["copper mortar and pestle", "Used as a grinding and crushing tool. This mortar and pestle is sharped and work hardened from solid copper."]

[Item.CopperOre]

[Item.CopperOre]: [string, string] = ["copper ore", "Raw copper ore with a tinge of oxidation. Can be smelted into ingot form with a cast."]

[Item.CopperPickaxe]

[Item.CopperPickaxe]: [string, string] = ["copper pickaxe", "A copper pick tool, primarily used for gathering rocks and stones; however, copper may not the best choice for such a tool."]

[Item.CopperRefinementTools]

[Item.CopperRefinementTools]: [string, string] = ["copper refinement tools", "A set of delicate copper tools used for shaving material out of an item, decreasing its weight at the cost of durability."]

[Item.CopperShield]

[Item.CopperShield]: [string, string] = ["copper shield", "A rounded copper offhanded armor piece. Copper can be an ideal material for taking a beating with such a design."]

[Item.CopperShovel]

[Item.CopperShovel]: [string, string] = ["copper shovel", "A copper digging tool, used for lifting soils or resource gathering."]

[Item.CopperSpear]

[Item.CopperSpear]: [string, string] = ["copper spear", "A long piercing weapon with a copper spearhead."]

[Item.CopperSword]

[Item.CopperSword]: [string, string] = ["copper sword", "A sharp and work hardened copper blade, designed for close quarter combat."]

[Item.CopperTongs]

[Item.CopperTongs]: [string, string] = ["copper tongs", "Tongs crafted from copper, used to grasp hot objects, protecting your hands and fingers."]

[Item.CordedSling]

[Item.CordedSling]: [string, string] = ["corded sling", "Several pieces of string, wrapped and bound with a slot made for a projectile. Used to swing ammunition, increasing throwing range."]

[Item.Cork]

[Item.Cork]: [string, string] = ["cork", "A small cork plug. Crafted from rubbery tree bark; it can be used to contain liquids in bottles and other containers."]

[Item.CornEar]

[Item.CornEar]: [string, string] = ["corn ear", "An ear of corn, wrapped in its husk; ready to be shucked and cooked, or eaten raw."]

[Item.CornSeeds]

[Item.CornSeeds]: [string, string] = ["corn seeds", "Dried and aged corn kernels, used for planting and growing corn stalks."]

[Item.CottonBedroll]

[Item.CottonBedroll]: [string, string] = ["cotton bedroll", "A soft and downy sleeping mattress, rolled up for ease of carrying. Can be used to sleep or rest very comfortably."]

[Item.CottonFabric]

[Item.CottonFabric]: [string, string] = ["cotton fabric", "A soft piece of cloth spun from cotton."]

[Item.CottonSeeds]

[Item.CottonSeeds]: [string, string] = ["cotton seeds", "De-fluffed and cleaned off cotton seeds, ready to plant."]

[Item.Cotton]

[Item.Cotton]: [string, string] = ["cotton", "A downy bundle of opened cotton seeds, the ideal solution for spinning thread and making fabrics."]

[Item.CreatureIdol]

[Item.CreatureIdol]: [string, string] = ["creature idol", "A mass of animal organs, crudely shaped into some kind of figure. It smells awful and emits an odd humming noise, and appears to attract creatures."]

[Item.Crowberries]

[Item.Crowberries]: [string, string] = ["crowberries", "Purplish-black berries taken from the small shrubbery of a crowberry plant. They are acidic, bitter and possibly toxic, but could be more palatable cooked."]

[Item.CrowberrySeeds]

[Item.CrowberrySeeds]: [string, string] = ["crowberry seeds", "Tiny red-brown seeds taken from a batch of crowberry drupes."]

[Item.CucumberSeeds]

[Item.CucumberSeeds]: [string, string] = ["cucumber seeds", "Seeds taken from inside the fruit of a cucumber."]

[Item.Cucumber]

[Item.Cucumber]: [string, string] = ["cucumber", "A cucumiform gourd fruit, grown from a creeping vine. Full of nutrients and packed with water content."]

[Item.CypressCone]

[Item.CypressCone]: [string, string] = ["cypress cone", "A rounded cone from a cypress tree, containing seeds."]

[Item.CypressLeaves]

[Item.CypressLeaves]: [string, string] = ["cypress leaves", "Flat bladed foliage from a cypress tree. Can be used for tinder or compost when dried out."]

[Item.CypressSeeds]

[Item.CypressSeeds]: [string, string] = ["cypress seeds", "Sharp to the touch, these seeds can be used for growing cypress trees."]

[Item.DeadAberrantScorpion]

[Item.DeadAberrantScorpion]: [string, string] = ["dead aberrant scorpion", "The body of a large aberrant scorpion. It can be cooked over low heat to provide a more palatable eating experience."]

[Item.DeadScorpion]

[Item.DeadScorpion]: [string, string] = ["dead scorpion", "A dispatched scorpion, ready to be skewered and cooked for the brave indifferent eater."]

[Item.Deadfall]

[Item.Deadfall]: [string, string] = ["deadfall", "A large, flat rock, propped up with a stick. Once set, anything that triggers it will be crushed or injured from the falling rock."]

[Item.DeathKnightAxe]

[Item.DeathKnightAxe]: [string, string] = ["death knight axe", "A uniquely forged axe with a gnarled design; the signature of a powerful death knight. The entire weapon is casted, making it very heavy, but powerful."]

[Item.Dough]

[Item.Dough]: [string, string] = ["dough", "A simple kneaded dough consisting of wheat flour and water. The consistency leaves a lot to be desired for baked goods, but it may suffice for some recipes."]

[Item.DrawnMap]

[Item.DrawnMap]: [string, string] = ["drawn map", "A paper sheet, scrawled with geographical landmarks and features. Used to approximate a location when read."]

[Item.Earthworm]

[Item.Earthworm]: [string, string] = ["earthworm", "A live wriggling worm, effective for bait or eating on its own."]

[Item.Ectoplasm]

[Item.Ectoplasm]: [string, string] = ["ectoplasm", "A ghostly, weightless fluff of misty goo, strangely self-contained and quickly evaporating."]

[Item.ExplosiveTrap]

[Item.ExplosiveTrap]: [string, string] = ["explosive trap", "A mound of leaves used to conceal a volatile explosive powder. Stepping on it will trigger a small explosion."]

[Item.FeatherBedroll]

[Item.FeatherBedroll]: [string, string] = ["feather bedroll", "A bedroll made with soft feathers and wrapped in fabric. Used for resting and sleeping in comfort."]

[Item.Feather]

[Item.Feather]: [string, string] = ["feather", "Some bright white plumage from an avian creature."]

[Item.FertileSoil]

[Item.FertileSoil]: [string, string] = ["fertile soil", "A rich and nutrient-dense soil, suitable for setting down to attempt to grow plants in for maximum fertility."]

[Item.Fertilizer]

[Item.Fertilizer]: [string, string] = ["fertilizer", "A rich mixture of organic chemical compounds, suitable for combining with soil to create fertile soil."]

[Item.FireBladder]

[Item.FireBladder]: [string, string] = ["fire bladder", "An oddly shaped organ from a fire-breathing creature. Hot to the touch; it appears to contain a deadly chemical reaction inside."]

[Item.FirePlough]

[Item.FirePlough]: [string, string] = ["fire plough", "A fire making device which uses a stick and groove method to create heat through friction."]

[Item.FishingNet]

[Item.FishingNet]: [string, string] = ["fishing net", "A checkered weave of string with weights on each corner, used to trap and catch fish."]

[Item.FishingRod]

[Item.FishingRod]: [string, string] = ["fishing rod", "A flexible, smooth wooden rod with a string line and sharpened hook. Used for fly fishing."]

[Item.Flask]

[Item.Flask]: [string, string] = ["flask", "A glass container which can be heated to use for desalination, a process used to make seawater drinkable."]

[Item.FlintlockPistol]

[Item.FlintlockPistol]: [string, string] = ["flintlock pistol", "A long range, high damage pistol. Requires black powder and bullets to fire."]

[Item.Flour]

[Item.Flour]: [string, string] = ["flour", "Wheat ground down into a white powdery form. Used in the process of making dough."]

[Item.FlyAmanita]

[Item.FlyAmanita]: [string, string] = ["fly amanita", "An odd looking, and even odder smelling red spotted mushroom."]

[Item.Fossil]

[Item.Fossil]: [string, string] = ["fossil", "A carbonized fossil of a species long since extinct."]

[Item.Giblets]

[Item.Giblets]: [string, string] = ["giblets", "A batch of cooked animal organs. Considerably repugnant, but nutritious and filling."]

[Item.GildedRedBook]

[Item.GildedRedBook]: [string, string] = ["gilded red book", "An old, fancy looking book with a red cover, gilded with golden trim."]

[Item.GlassBottleOfDesalinatedWater]

[Item.GlassBottleOfDesalinatedWater]: [string, string] = ["glass bottle of desalinated water", "A bottle filled with clear seawater that has been processed to remove the salt content."]

[Item.GlassBottleOfGoatMilk]

[Item.GlassBottleOfGoatMilk]: [string, string] = ["glass bottle of goat milk", "A bottled batch of goat milk, filled to the top of this glass bottle."]

[Item.GlassBottleOfMedicinalWater]

[Item.GlassBottleOfMedicinalWater]: [string, string] = ["glass bottle of medicinal water", "A bottled concoction of herbs and nutrients. Used to cure thirst, poisons, and other ailments."]

[Item.GlassBottleOfPurifiedFreshWater]

[Item.GlassBottleOfPurifiedFreshWater]: [string, string] = ["glass bottle of purified fresh water", "Potable, and safe to hydrate yourself with. The water has been purified reducing any toxins and unsafe bacteria."]

[Item.GlassBottleOfSeawater]

[Item.GlassBottleOfSeawater]: [string, string] = ["glass bottle of seawater", "Filled to the top with seawater. While seawater is technically drinkable, it will not reduce your thirst."]

[Item.GlassBottleOfUnpurifiedFreshWater]

[Item.GlassBottleOfUnpurifiedFreshWater]: [string, string] = ["glass bottle of unpurified fresh water", "A bottle containing water that is likely unfit to drink. It will quench your thirst, but may have negative side-effects until it's purified."]

[Item.GlassBottle]

[Item.GlassBottle]: [string, string] = ["glass bottle", "A transparent vessel with a cork for containment. Used for collecting water."]

[Item.GoldCoins]

[Item.GoldCoins]: [string, string] = ["gold coins", "Shiny, coins casted from pure gold, from a lost civilization unknown to you."]

[Item.GoldSword]

[Item.GoldSword]: [string, string] = ["gold sword", "An ornate, but soft sword, forged from solid gold. Not suitable for combat due to its softness."]

[Item.GoldenChalice]

[Item.GoldenChalice]: [string, string] = ["golden chalice", "A large, ornate, and resplendent chalice."]

[Item.GoldenKey]

[Item.GoldenKey]: [string, string] = ["golden key", "A large and decorative key, plated in what appears to be gold."]

[Item.GoldenRing]

[Item.GoldenRing]: [string, string] = ["golden ring", "A golden ring, most likely used as a sign of wealth and power."]

[Item.GoldenSextant]

[Item.GoldenSextant]: [string, string] = ["golden sextant", "A metallic brass-coated navigational tool. Used for measuring the horizon and sun to judge distances."]

[Item.GrassSeeds]

[Item.GrassSeeds]: [string, string] = ["grass seeds", "Small dried grass seeds. Can be planted to grow grass."]

[Item.GreenSand]

[Item.GreenSand]: [string, string] = ["green sand", "A form of malleable sand made with clay, used to make molds for metal casting."]

[Item.Grindstone]

[Item.Grindstone]: [string, string] = ["grindstone", "A coarse rock useful for sanding, sharpening, and repairing other items."]

[Item.Guano]

[Item.Guano]: [string, string] = ["guano", "The excrement of a bat, to be used as a great fertilizer due to its high content of nitrogen, phosphate, and potassium."]

[Item.Hammock]

[Item.Hammock]: [string, string] = ["hammock", "A comfortable place to sleep while hung off the ground, although not too sturdy. Crafted by bound string and rope."]

[Item.HandDrill]

[Item.HandDrill]: [string, string] = ["hand drill", "A rudimentary fire making tool which uses a stick and another piece of wood. Both hands are used to twist the stick against wood, making friction to create an ember for the fire."]

[Item.Hardtack]

[Item.Hardtack]: [string, string] = ["hardtack", "A nonperishable biscuit, baked at high temperatures for long periods of time to remove all moisture from it."]

[Item.HitchingPost]

[Item.HitchingPost]: [string, string] = ["hitching post", "A sturdy wooden structure fastened with a large rope. It can be used to hitch animals and creatures to restrict their movement."]

[Item.HoneyFungus]

[Item.HoneyFungus]: [string, string] = ["honey fungus", "A parasitic fungi, grown from a tree and possibly edible."]

[Item.IceShard]

[Item.IceShard]: [string, string] = ["ice shard", "A quickly melting jagged shard of ice. Can be melted down to liquid form using a container."]

[Item.Inkstick]

[Item.Inkstick]: [string, string] = ["inkstick", "A hardened brick of ink, used for drawing and painting."]

[Item.IronAnvil]

[Item.IronAnvil]: [string, string] = ["iron anvil", "A sturdy iron anvil. Used in the production of metal armor, weapons, tools, and more."]

[Item.IronArrow]

[Item.IronArrow]: [string, string] = ["iron arrow", "An arrow tipped with a high-quality iron arrowhead. Fletched with feathers to stabilize flight and accuracy."]

[Item.IronArrowhead]

[Item.IronArrowhead]: [string, string] = ["iron arrowhead", "An expertly forged iron arrowhead, used to create arrows. Alternatively, can be used to carve if necessary."]

[Item.IronAxe]

[Item.IronAxe]: [string, string] = ["iron axe", "An iron-forged axe used in wood chopping. Its sharp end can be used for crafting and carving."]

[Item.IronBakingTray]

[Item.IronBakingTray]: [string, string] = ["iron baking tray", "A baking sheet crafted from iron and used for baking. It has raised edges to help retain food and shallow liquids."]

[Item.IronBoots]

[Item.IronBoots]: [string, string] = ["iron boots", "Heavy iron plated boots, shielding your feet from damage."]

[Item.IronBreastplate]

[Item.IronBreastplate]: [string, string] = ["iron breastplate", "Durable, armor worn over the torso. One could take a serious beating while wearing this."]

[Item.IronBullet]

[Item.IronBullet]: [string, string] = ["iron bullet", "A strong, forged iron bullet. Used as sling or firearm ammunition."]

[Item.IronChest]

[Item.IronChest]: [string, string] = ["iron chest", "A large iron chest that is both roomy and sturdy. Foods contained within will decay at a slower rate."]

[Item.IronDoubleAxe]

[Item.IronDoubleAxe]: [string, string] = ["iron double axe", "An axe with a forged, double sided head, ideal for both combat and gathering."]

[Item.IronGauntlets]

[Item.IronGauntlets]: [string, string] = ["iron gauntlets", "Iron gloves designed to be protective and durable, while maintaining as much flexibility as possible."]

[Item.IronGorget]

[Item.IronGorget]: [string, string] = ["iron gorget", "A round metal brace worn around the neck and over the shoulders."]

[Item.IronGreaves]

[Item.IronGreaves]: [string, string] = ["iron greaves", "Iron leggings; to be strapped on and function as leg protection."]

[Item.IronHammer]

[Item.IronHammer]: [string, string] = ["iron hammer", "A strong hammer with an iron head, perfect for shaping and repairing items."]

[Item.IronHelmet]

[Item.IronHelmet]: [string, string] = ["iron helmet", "Iron plated headgear designed to withstand heavy blows."]

[Item.IronHoe]

[Item.IronHoe]: [string, string] = ["iron hoe", "A long-handled gardening tool with a blade on the end, forged from iron. Used to till soil for better plant growth."]

[Item.IronIngot]

[Item.IronIngot]: [string, string] = ["iron ingot", "A solid brick of iron, ready to be formed or melted and cast in many ways."]

[Item.IronLockPick]

[Item.IronLockPick]: [string, string] = ["iron lock pick", "A pair of iron picks and wrenches, durable enough to pick the most adept of locks."]

[Item.IronMortarAndPestle]

[Item.IronMortarAndPestle]: [string, string] = ["iron mortar and pestle", "Forged from iron; this device can be used for crushing and grinding other items."]

[Item.IronOre]

[Item.IronOre]: [string, string] = ["iron ore", "Unprocessed, raw iron ore. Can be smelted into ingots using a cast or worked with in a wrought iron form."]

[Item.IronPickaxe]

[Item.IronPickaxe]: [string, string] = ["iron pickaxe", "A robust mining implement, with a blade forged from iron."]

[Item.IronRefinementTools]

[Item.IronRefinementTools]: [string, string] = ["iron refinement tools", "A fine set of iron refinement tools, used for rasping and scraping out material from items to reduce their weight, costing their durability."]

[Item.IronShield]

[Item.IronShield]: [string, string] = ["iron shield", "A large and heavy iron shield, used for blocking projectiles or melee attacks."]

[Item.IronShovel]

[Item.IronShovel]: [string, string] = ["iron shovel", "A heavy iron digging implement, lifting and breaking through even the toughest gravels and soils."]

[Item.IronSpear]

[Item.IronSpear]: [string, string] = ["iron spear", "A polearm with a strong pointed tip forged from iron."]

[Item.IronSword]

[Item.IronSword]: [string, string] = ["iron sword", "A strong, sharp blade designed for thrusting and slashing."]

[Item.IronTongs]

[Item.IronTongs]: [string, string] = ["iron tongs", "Durable iron tongs used to grab hot items, protecting your hands from damage."]

[Item.JoshuaTreeFlowers]

[Item.JoshuaTreeFlowers]: [string, string] = ["joshua tree flowers", "A blossoming batch of flowers gathered from a joshua tree. The flowers are sticky to the touch and smell quite sweet and possibly edible if not a bit bitter."]

[Item.JoshuaTreeFruit]

[Item.JoshuaTreeFruit]: [string, string] = ["joshua tree fruit", "The oval-shaped fruiting body of the joshua tree. It appears to be edible but may be more pleasant cooked."]

[Item.JoshuaTreeLeaves]

[Item.JoshuaTreeLeaves]: [string, string] = ["joshua tree leaves", "A bundle of spiny joshua tree leaves which are almost as unique looking as the joshua tree itself. Suitable for usage as cordage or dried out and used as tinder."]

[Item.JoshuaTreeSeeds]

[Item.JoshuaTreeSeeds]: [string, string] = ["joshua tree seeds", "Large black seeds extracted from a joshua tree fruit."]

[Item.Journal]

[Item.Journal]: [string, string] = ["journal", "A leather-bound soft journal. It appears it has seen a lot of use over time."]

[Item.LargeRock]

[Item.LargeRock]: [string, string] = ["large rock", "A rather large rock, handy for crafting many tools and devices."]

[Item.LavaBeetleHelmet]

[Item.LavaBeetleHelmet]: [string, string] = ["lava beetle helmet", "An extremely hard and fire-resistant helmet, sourced from the carcass of a fallen lava beetle."]

[Item.LeafBedroll]

[Item.LeafBedroll]: [string, string] = ["leaf bedroll", "A provisional bed with poor insulation and scratchy half-dried leaves, used for sleeping or resting."]

[Item.LeatherBelt]

[Item.LeatherBelt]: [string, string] = ["leather belt", "Made from tanned animal hide, cut, wrapped, and stitched together to tie around the waist."]

[Item.LeatherBoots]

[Item.LeatherBoots]: [string, string] = ["leather boots", "Malleable yet tough foot protection, crafted from tanned animal hide."]

[Item.LeatherCap]

[Item.LeatherCap]: [string, string] = ["leather cap", "A hat made of leather, double layered for extra sturdiness."]

[Item.LeatherGloves]

[Item.LeatherGloves]: [string, string] = ["leather gloves", "Leather-bound hand protection, crafted from tanned animal hide."]

[Item.LeatherGorget]

[Item.LeatherGorget]: [string, string] = ["leather gorget", "A circlet of leather, bound in two, stitched together and used as neck protection."]

[Item.LeatherHide]

[Item.LeatherHide]: [string, string] = ["leather hide", "A fresh leather hide, stripped from an animal and de-furred."]

[Item.LeatherPants]

[Item.LeatherPants]: [string, string] = ["leather pants", "Basic leather leggings with just enough padding to provide some leg protection."]

[Item.LeatherQuiver]

[Item.LeatherQuiver]: [string, string] = ["leather quiver", "A leather-bound, back-mounted container designed to hold arrows; however, other items will also fit inside as well."]

[Item.LeatherSling]

[Item.LeatherSling]: [string, string] = ["leather sling", "A sling crafted from tanned leather. Designed to hold a projectile to be thrown at an increased velocity."]

[Item.LeatherTunic]

[Item.LeatherTunic]: [string, string] = ["leather tunic", "A leather garment which provides protection for the torso."]

[Item.Leaves]

[Item.Leaves]: [string, string] = ["leaves", "A handful of foliage used as compost, to stoke a fire, or as tinder when dried."]

[Item.Lens]

[Item.Lens]: [string, string] = ["lens", "Glass formed into a partially convex shape. It allows focusing sunlight into a single location, creating enough heat for a fire."]

[Item.LettuceSeeds]

[Item.LettuceSeeds]: [string, string] = ["lettuce seeds", "Seeds taken from lettuce that has turned to seed."]

[Item.Lettuce]

[Item.Lettuce]: [string, string] = ["lettuce", "This leafy green vegetable is rich in vitamins and quite filling when eaten."]

[Item.LimestonePowder]

[Item.LimestonePowder]: [string, string] = ["limestone powder", "A white, mineral-dense powder used in glass tempering and the purifying of metals."]

[Item.Limestone]

[Item.Limestone]: [string, string] = ["limestone", "A mineral-rich rock that can be ground into a powder. Useful for metal and glass production."]

[Item.LitBarkTorch]

[Item.LitBarkTorch]: [string, string] = ["lit bark torch", "Provides light to your surroundings when equipped and can also be used to start other fires."]

[Item.LitPoleTorch]

[Item.LitPoleTorch]: [string, string] = ["lit pole torch", "A wooden pole that has been lit on fire. Not suitable for long journeys in the darkness."]

[Item.LitTallowCandle]

[Item.LitTallowCandle]: [string, string] = ["lit tallow candle", "Burning long and bright, this delicious smelling tallow candle lights your way."]

[Item.LitTallowTorch]

[Item.LitTallowTorch]: [string, string] = ["lit tallow torch", "A bright burning, pleasant smelling torch. Made with a pole and long lasting, rendered animal fat."]

[Item.LockPick]

[Item.LockPick]: [string, string] = ["lock pick", "An improvised needle and prong that should be strong enough to pick a lock or two."]

[Item.Log]

[Item.Log]: [string, string] = ["log", "A sturdy piece of wood, useful for construction or as a fuel for a fire."]

[Item.LongBow]

[Item.LongBow]: [string, string] = ["long bow", "Nearly as tall as the average person, this bow is designed for maximum range."]

[Item.Macuahuitl]

[Item.Macuahuitl]: [string, string] = ["macuahuitl", "A wooden club, adorned with razor-sharp fragments of obsidian. Brittle in combat, but deadly and effective in practice."]

[Item.MageRobe]

[Item.MageRobe]: [string, string] = ["mage robe", "An ancient tattered robe, once owned by a spell casting foe."]

[Item.MagicalAspect]

[Item.MagicalAspect]: [string, string] = ["magical aspect", "A magical compound that is warm to the touch and ready to apply on to items, enchanting them with new characteristics."]

[Item.MagicalEssence]

[Item.MagicalEssence]: [string, string] = ["magical essence", "An odd transparent powder with organic and ethereal materials. This magical matter may be used on items to affix magical properties on to them."]

[Item.MapleSeeds]

[Item.MapleSeeds]: [string, string] = ["maple seeds", "Small, winged seeds that seemingly dance and twirl in the air as they fall from a maple tree."]

[Item.MeltedCopal]

[Item.MeltedCopal]: [string, string] = ["melted copal", "Heated copal resin; used to create a hardened bind when cooled on to another item."]

[Item.MessageInABottle]

[Item.MessageInABottle]: [string, string] = ["message in a bottle", "An old cloudy bottle with an unidentified object contained inside."]

[Item.MilkThistleFlowers]

[Item.MilkThistleFlowers]: [string, string] = ["milk thistle flowers", "The flowering bulbs of a milk thistle plant. Filled with a bitter but nutritious milk."]

[Item.MilkThistleSeeds]

[Item.MilkThistleSeeds]: [string, string] = ["milk thistle seeds", "Small hard seeds, used for growing milk thistle plants."]

[Item.MossCoveredBook]

[Item.MossCoveredBook]: [string, string] = ["moss covered book", "A book that has seen better days. It smells of mold and earth and seems fragile."]

[Item.Niter]

[Item.Niter]: [string, string] = ["niter", "A natural mineral, ground up to be used as a preservative or for other chemical applications."]

[Item.None]

[Item.None]: [string, string] = ["", ""]

[Item.Nopal]

[Item.Nopal]: [string, string] = ["nopal", "A de-spined cactus pad, filled with refreshing liquid and nutrition."]

[Item.ObsidianArrow]

[Item.ObsidianArrow]: [string, string] = ["obsidian arrow", "A fletched arrow using an obsidian arrowhead, delivering substantial piercing potential."]

[Item.ObsidianArrowhead]

[Item.ObsidianArrowhead]: [string, string] = ["obsidian arrowhead", "A brittle, but razor-sharp arrow tip, to be crafted into an arrow with a shaft and fletching."]

[Item.ObsidianAxe]

[Item.ObsidianAxe]: [string, string] = ["obsidian axe", "An axe with an obsidian blade, known for its slashing prowess, but also brittle in practice."]

[Item.ObsidianKnife]

[Item.ObsidianKnife]: [string, string] = ["obsidian knife", "A shard of obsidian fastened into a handle and bound with string. Can be used as a carving tool or in short-range combat."]

[Item.ObsidianShovel]

[Item.ObsidianShovel]: [string, string] = ["obsidian shovel", "A digging tool with a large piece of obsidian attached to the end. Beautiful to look at, but less effective due to the fragility of the obsidian."]

[Item.ObsidianSpear]

[Item.ObsidianSpear]: [string, string] = ["obsidian spear", "An obsidian-tipped polearm used in melee combat or thrown for added range."]

[Item.Obsidian]

[Item.Obsidian]: [string, string] = ["obsidian", "An extremely sharp and hard shard of obsidian, useful for cutting, but very brittle."]

[Item.Offal]

[Item.Offal]: [string, string] = ["offal", "A mound of organs, tissue, and other undesirable portions of an unlucky animal."]

[Item.OldEducationalScroll]

[Item.OldEducationalScroll]: [string, string] = ["{0?{0}:old} educational scroll", "An unfurled scroll with a large amount of text explaining some in-depth knowledge on a specific skill."]

[Item.OldInstructionalScroll]

[Item.OldInstructionalScroll]: [string, string] = ["{0?{0}:old} instructional scroll", "A tattered sheet of paper with some roughly scribbled instructions and diagrams."]

[Item.OrbOfInfluence]

[Item.OrbOfInfluence]: [string, string] = ["orb of influence", "A strange spherical orb that gives off a shimmering radiance on your touch. It appears to hum as you hold it."]

[Item.OrnateBlueBook]

[Item.OrnateBlueBook]: [string, string] = ["ornate blue book", "An expensive looking book with a blue hard cover. The insides and back have heavy wear on inspection."]

[Item.OrnateCape]

[Item.OrnateCape]: [string, string] = ["ornate cape", "A red and gold stitched cape, which drapes the back and fastens at the neck. Worn as a status symbol."]

[Item.OrnateWoodenChest]

[Item.OrnateWoodenChest]: [string, string] = ["ornate wooden chest", "A decorative wooden container gilded with symbols inlaid into the wood."]

[Item.PalmLeaf]

[Item.PalmLeaf]: [string, string] = ["palm leaf", "A large leaf from a palm tree. The strong inner fibers of the leaf are perfect as cordage."]

[Item.PaperMold]

[Item.PaperMold]: [string, string] = ["paper mold", "A mold used for making paper. Contains a screen that holds wet recycled fibers to dry and press into flattened, usable paper."]

[Item.PaperSheet]

[Item.PaperSheet]: [string, string] = ["paper sheet", "A large piece of paper. It appears to contain many recycled fibers. Suitable for drawing on with ink."]

[Item.PeatBandage]

[Item.PeatBandage]: [string, string] = ["peat bandage", "A fabric bandage combined with peat as an effective antiseptic."]

[Item.Peat]

[Item.Peat]: [string, string] = ["peat", "A dried mass of sponge-like plants, great for fire fuel and composting."]

[Item.PeeledCoconut]

[Item.PeeledCoconut]: [string, string] = ["peeled coconut", "The remaining coconut fruit after husking the outer layer. Its innards contain thirst-quenching coconut water and protein-rich meat. You may fashion this into a coconut container with string and cork."]

[Item.Pemmican]

[Item.Pemmican]: [string, string] = ["pemmican", "A ball of dried ground meat. With a long shelf life, this is the ultimate survival food. For the best benefits, prepare it with animal fat."]

[Item.PenguinEgg]

[Item.PenguinEgg]: [string, string] = ["penguin egg", "A rather large egg laid by a penguin. The shape differs slightly from a chicken's egg and feels much denser."]

[Item.PileOfAsh]

[Item.PileOfAsh]: [string, string] = ["pile of ash", "The powdery remains of burned matter."]

[Item.PileOfBeachSand]

[Item.PileOfBeachSand]: [string, string] = ["pile of beach sand", "A large pile of fine beach sand, useful for making glass when refined."]

[Item.PileOfCompost]

[Item.PileOfCompost]: [string, string] = ["pile of compost", "A mix of decaying organic matter, full of chemical nutrients and great for growing plants when combined with other fertilizer components."]

[Item.PileOfDesertSand]

[Item.PileOfDesertSand]: [string, string] = ["pile of desert sand", "A pile of coarse desert sand with an orange hue. Can be refined for use in glass making."]

[Item.PileOfGravel]

[Item.PileOfGravel]: [string, string] = ["pile of gravel", "A large pile of damp stone and sand."]

[Item.PileOfSnow]

[Item.PileOfSnow]: [string, string] = ["pile of snow", "A melting snow pile. Useful to drink in desperate need, but be quick!"]

[Item.PineappleSeeds]

[Item.PineappleSeeds]: [string, string] = ["pineapple seeds", "Small brown seeds that can be planted to grow into pineapple plants."]

[Item.Pineapple]

[Item.Pineapple]: [string, string] = ["pineapple", "A juicy, ripe pineapple, loaded with vitamins and thirst-quenching attributes."]

[Item.PirateHat]

[Item.PirateHat]: [string, string] = ["pirate hat", "A cocked hat, typically worn by seafaring people and more notably, pirate folk known for their distinctive tricorne style."]

[Item.PlantRoots]

[Item.PlantRoots]: [string, string] = ["plant roots", "A tangled mess of roots, with earth still hanging from the tips."]

[Item.PoisonIvyLeaves]

[Item.PoisonIvyLeaves]: [string, string] = ["poison ivy leaves", "Causes irritation to the touch; these leaves of three do not belong on your person."]

[Item.PoisonIvySeeds]

[Item.PoisonIvySeeds]: [string, string] = ["poison ivy seeds", "Bright green, soft seeds, used to plant to grow into poison ivy."]

[Item.PotatoSeeds]

[Item.PotatoSeeds]: [string, string] = ["potato seeds", "An alternative way to grow potatoes without using seed potatoes. These will grow into a potato plant seedling."]

[Item.Potato]

[Item.Potato]: [string, string] = ["potato", "Starchy edible tubers. Not suitable for consumption without cooking due to toxicity."]

[Item.PricklyPearFruit]

[Item.PricklyPearFruit]: [string, string] = ["prickly pear fruit", "The fruiting body of a prickly pear cactus. The insides are extremely red and juicy."]

[Item.PricklyPearSeeds]

[Item.PricklyPearSeeds]: [string, string] = ["prickly pear seeds", "These appear to be prickly pear seeds. Can be planted to grow cacti or eaten."]

[Item.PumpkinSeeds]

[Item.PumpkinSeeds]: [string, string] = ["pumpkin seeds", "Large, flat pumpkin seeds. Can be shelled and eaten or planted as is."]

[Item.Pumpkin]

[Item.Pumpkin]: [string, string] = ["pumpkin", "A heavy orange squash, filled with edible pulp. Contains seeds for growing more."]

[Item.Raft]

[Item.Raft]: [string, string] = ["raft", "A small, simple boat; a quicker alternative to swimming. Effective for traversing large expanses of water."]

[Item.Raspberries]

[Item.Raspberries]: [string, string] = ["raspberries", "Lush, ripe raspberries, plucked from a raspberry bush."]

[Item.RaspberrySeeds]

[Item.RaspberrySeeds]: [string, string] = ["raspberry seeds", "Seeds that will grow into a raspberry bush, given enough time and care."]

[Item.RawAberrantMudskipper]

[Item.RawAberrantMudskipper]: [string, string] = ["raw aberrant mudskipper", "An enormous specimen indeed. This aberrant-sized mudskipper will make for quite the dish once cleaned and cooked."]

[Item.RawBlindfish]

[Item.RawBlindfish]: [string, string] = ["raw blindfish", "An odd-looking fish with no eyes. Very slimy to the touch."]

[Item.RawChicken]

[Item.RawChicken]: [string, string] = ["raw chicken", "A small, plump and de-feathered chicken carcass, ready for cooking."]

[Item.RawChoppedFish]

[Item.RawChoppedFish]: [string, string] = ["raw chopped fish", "A roughly chopped assortment of fish meat and viscera to be used as bait or cooked for consumption in several manners."]

[Item.RawClayBlowpipe]

[Item.RawClayBlowpipe]: [string, string] = ["raw clay blowpipe", "An unfired clay blowpipe used in glassblowing. Unusable until it has been fired."]

[Item.RawClayBrick]

[Item.RawClayBrick]: [string, string] = ["raw clay brick", "A soft piece of raw clay, molded into a rectangle. Ready to be fired inside a kiln."]

[Item.RawClayJug]

[Item.RawClayJug]: [string, string] = ["raw clay jug", "A formed and sculpted jug molded from raw clay. Requires a cork and a kiln to be fired and hardened."]

[Item.RawClayMortarAndPestle]

[Item.RawClayMortarAndPestle]: [string, string] = ["raw clay mortar and pestle", "An unfired mortar and pestle, used as a grinding device when hardened."]

[Item.RawClay]

[Item.RawClay]: [string, string] = ["raw clay", "A soft, formable mud. Suitable for building materials, tool-making, and more."]

[Item.RawCod]

[Item.RawCod]: [string, string] = ["raw cod", "Slimy to the touch, but healthy and delicious to eat. Can be cooked for a better meal."]

[Item.RawFishSteak]

[Item.RawFishSteak]: [string, string] = ["raw fish steak", "A raw piece of fish, cut into a fillet. Good to eat as is, but is tastier cooked."]

[Item.RawMeat]

[Item.RawMeat]: [string, string] = ["raw meat", "A raw, bloody chunk of meat. Cooking is recommended before consumption."]

[Item.RawMudskipper]

[Item.RawMudskipper]: [string, string] = ["raw mudskipper", "The muddy corpse of a mudskipper, ready to clean and cook. It doesn't appear suitable to eat without cooking."]

[Item.RawPenguinMeat]

[Item.RawPenguinMeat]: [string, string] = ["raw penguin meat", "A carved portion of penguin meat. The meat is very oily and comes off as a cross between fish, chicken, and mammalian meat."]

[Item.RawRedSnapper]

[Item.RawRedSnapper]: [string, string] = ["raw red snapper", "A massive red snapper, ready to be cooked or dined on raw in a pinch."]

[Item.RawReptileMeat]

[Item.RawReptileMeat]: [string, string] = ["raw reptile meat", "A grainy piece of edible reptile flesh. Generally, not safe to consume without being cooked due to bacteria."]

[Item.RawTaintedMeat]

[Item.RawTaintedMeat]: [string, string] = ["raw tainted meat", "A piece of bad-smelling meat, possibly diseased or tainted with parasites. Possible to consume, but could be deadly."]

[Item.RawWalleye]

[Item.RawWalleye]: [string, string] = ["raw walleye", "A rather large walleye, ready to gut and cook whole or eat raw when on the run."]

[Item.RefinedSand]

[Item.RefinedSand]: [string, string] = ["refined sand", "A finely ground sand, useful in making glass."]

[Item.RollOfRedCarpet]

[Item.RollOfRedCarpet]: [string, string] = ["roll of red carpet", "A rolled-up piece of red carpet, suitable for making a comfortable living space or welcoming important guests."]

[Item.Rope]

[Item.Rope]: [string, string] = ["rope", "A thick, twisted batch of strings, useful for heavy-duty binding."]

[Item.RottenMeat]

[Item.RottenMeat]: [string, string] = ["rotten meat", "Acrid decomposing animal tissue. You would not want to eat this, but can be used in compost."]

[Item.RottingVegetation]

[Item.RottingVegetation]: [string, string] = ["rotting vegetation", "A stinking mash of organic plant matter, now usable as compost. Unless you want to risk eating it."]

[Item.SaguaroCactusChunk]

[Item.SaguaroCactusChunk]: [string, string] = ["saguaro cactus chunk", "A hefty chunk of wet, de-spined cacti. There does appear to be quite a bit of liquid contained in the soft flesh, but it smells odd."]

[Item.SaguaroCactusFruit]

[Item.SaguaroCactusFruit]: [string, string] = ["saguaro cactus fruit", "A fleshy pod gathered from a saguaro cactus. It can be cut open to discover its juicy red innards."]

[Item.SaguaroCactusRibs]

[Item.SaguaroCactusRibs]: [string, string] = ["saguaro cactus ribs", "The dried innards of a fallen saguaro cactus. This gnarled and hardened woody resource is useful for fuel or dismantling for materials."]

[Item.SaguaroCactusSeeds]

[Item.SaguaroCactusSeeds]: [string, string] = ["saguaro cactus seeds", "Oblong black seeds extracted from the fruit of the saguaro cactus."]

[Item.Sail]

[Item.Sail]: [string, string] = ["sail", "A large piece of fabric, woven together to be attached to a mast. Used on a sailboat to propel it along the sea."]

[Item.Sailboat]

[Item.Sailboat]: [string, string] = ["sailboat", "A large one-man boat. Used to traverse large expanses of water and for travel back to civilization."]

[Item.Saltpeter]

[Item.Saltpeter]: [string, string] = ["saltpeter", "A ground mineral, to be used as a natural food preservative. If combined with other minerals, it can be combustible."]

[Item.SandstoneCampfire]

[Item.SandstoneCampfire]: [string, string] = ["sandstone campfire", "A grouping of sandstone shaped into a ring to contain a fire."]

[Item.SandstoneFlooring]

[Item.SandstoneFlooring]: [string, string] = ["sandstone flooring", "A group of sandstone bricks, placed in a grid to be used as flooring."]

[Item.SandstoneFurnace]

[Item.SandstoneFurnace]: [string, string] = ["sandstone furnace", "An enclosed structure made of sandstone, which traps in the heat to keep a long-lasting, high-temperature fire."]

[Item.SandstoneKiln]

[Item.SandstoneKiln]: [string, string] = ["sandstone kiln", "Similar to a furnace, but constructed with sandstone and in a way that allows for proper heat distribution for crafting glass and clay items."]

[Item.SandstoneMortarAndPestle]

[Item.SandstoneMortarAndPestle]: [string, string] = ["sandstone mortar and pestle", "A mortar and pestle carved from sandstone, used to grind up other items."]

[Item.SandstoneSandCastFlask]

[Item.SandstoneSandCastFlask]: [string, string] = ["sandstone sand cast flask", "A mold for casting molten metals, made with a green sand mixture and placed into a carved piece of sandstone."]

[Item.SandstoneWall]

[Item.SandstoneWall]: [string, string] = ["sandstone wall", "A constructed wall built from mined sandstone."]

[Item.SandstoneWaterStill]

[Item.SandstoneWaterStill]: [string, string] = ["sandstone water still", "A hollowed-out piece of sandstone with a lid. It's used to desalinate water by boiling it and then collecting the steam into a separate container."]

[Item.SandstoneWell]

[Item.SandstoneWell]: [string, string] = ["sandstone well", "A round empty enclosure made of sandstone, which can be built and extended deep into the ground to collect water."]

[Item.Sandstone]

[Item.Sandstone]: [string, string] = ["sandstone", "A soft, malleable rock, useful for construction and tool making."]

[Item.ScaleBelt]

[Item.ScaleBelt]: [string, string] = ["scale belt", "A belt formed from braided cords of dried reptile skin used to keep your leggings up and for some moderate waist protection."]

[Item.ScaleBoots]

[Item.ScaleBoots]: [string, string] = ["scale boots", "Scale-bound boots, sewn together using dried reptile skin."]

[Item.ScaleCap]

[Item.ScaleCap]: [string, string] = ["scale cap", "A stylish winged cap made from scaly reptile skin."]

[Item.ScaleGloves]

[Item.ScaleGloves]: [string, string] = ["scale gloves", "Skillfully crafted scale gloves, used for hand protection when gathering or tending to your campfire."]

[Item.ScaleGorget]

[Item.ScaleGorget]: [string, string] = ["scale gorget", "A reptile skin fashioned neck guard."]

[Item.ScaleLeggings]

[Item.ScaleLeggings]: [string, string] = ["scale leggings", "Semi-tight leggings, crafted from dried and stretched reptile skin."]

[Item.ScaleVest]

[Item.ScaleVest]: [string, string] = ["scale vest", "A fire-resistant vest made from sewn scales that can take a good beating."]

[Item.Scales]

[Item.Scales]: [string, string] = ["scales", "Dried and hardened scales from a reptilian creature. Can be used as a rudimentary fabric."]

[Item.ScorpionStinger]

[Item.ScorpionStinger]: [string, string] = ["scorpion stinger", "A dangerous item to be held indeed. This scorpion stinger still contains its venom."]

[Item.Shale]

[Item.Shale]: [string, string] = ["shale", "A brittle but sharp carving implement."]

[Item.SharkFin]

[Item.SharkFin]: [string, string] = ["shark fin", "Not much more than a trophy, this carved dorsal fin remains slippery and rubbery to the touch."]

[Item.SharkTooth]

[Item.SharkTooth]: [string, string] = ["shark tooth", "A large tooth from a shark, serrated along its edges and sharp the touch. Could be used as a rudimentary cutting tool."]

[Item.SharpGlass]

[Item.SharpGlass]: [string, string] = ["sharp glass", "A semi-opaque shard of glass, formed after melting sand down."]

[Item.SharpRock]

[Item.SharpRock]: [string, string] = ["sharp rock", "A sharpened rock, useful for crafting, tool making, and carving when required."]

[Item.SharpenedBone]

[Item.SharpenedBone]: [string, string] = ["sharpened bone", "A sharp bone, useful for carving other objects."]

[Item.SheafOfHay]

[Item.SheafOfHay]: [string, string] = ["sheaf of hay", "Long and almost sharp to the touch. These grass stalks are perfect for string making, animal feed, or tinder when dried."]

[Item.SheetOfGlass]

[Item.SheetOfGlass]: [string, string] = ["sheet of glass", "A cloudy tempered piece of glass. Practical for many optical tools and other simple devices used to harness the sun."]

[Item.ShortBow]

[Item.ShortBow]: [string, string] = ["short bow", "A bow designed for powerful shots at close range."]

[Item.ShreddedPaper]

[Item.ShreddedPaper]: [string, string] = ["shredded paper", "Torn pieces paper assembled into a loose pile. Can be turned into a mash and used as pulp or used as tinder in firemaking."]

[Item.Sinew]

[Item.Sinew]: [string, string] = ["sinew", "Strong and flexible animal tissue. Commonly used for making bows or as simple cordage."]

[Item.SkeletalMageWand]

[Item.SkeletalMageWand]: [string, string] = ["skeletal mage wand", "A mysterious, gnarled staff with a twinkling red gemstone attached to the end."]

[Item.Skullcap]

[Item.Skullcap]: [string, string] = ["skullcap", "A hollowed-out animal skull, useful as a provisional helmet."]

[Item.SlimeGelatin]

[Item.SlimeGelatin]: [string, string] = ["slime gelatin", "A lump of slime gelatin which jiggles upon your touch. Can be used to preserve food, or melted down and used as glue."]

[Item.SlimeGlue]

[Item.SlimeGlue]: [string, string] = ["slime glue", "A glue consisting of boiled slime gelatin that can be used to bind and reinforce items."]

[Item.SlitherSucker]

[Item.SlitherSucker]: [string, string] = ["slither sucker", "A living, writhing slither sucker, constricting itself to you, causing pain as it sinks its teeth into you."]

[Item.SmallBag]

[Item.SmallBag]: [string, string] = ["small bag", "A leather pouch used for holding a few items, carried at your waist, reducing encumbrance."]

[Item.SmoothRock]

[Item.SmoothRock]: [string, string] = ["smooth rock", "A round, smoothed rock, useful for many crafts."]

[Item.Snare]

[Item.Snare]: [string, string] = ["snare", "A short pole pushed into the ground with a string attached. Designed to ensnare creatures in its slipknot."]

[Item.Soil]

[Item.Soil]: [string, string] = ["soil", "A pile of moist dirt. The heavy smell of earth permeates your nostrils when holding it."]

[Item.SolarStill]

[Item.SolarStill]: [string, string] = ["solar still", "A still that collects condensation and filters it into a hole beneath the glass, desalinating the water and draining it into a container."]

[Item.SpiderEggs]

[Item.SpiderEggs]: [string, string] = ["spider eggs", "Soft and squishy to the touch. These small silken eggs contain arachnid life inside."]

[Item.SpiderMeat]

[Item.SpiderMeat]: [string, string] = ["spider meat", "A spider's fleshy innards. It's hard to stomach, even when cooked. Try not to think about what you're eating."]

[Item.SpiderSilk]

[Item.SpiderSilk]: [string, string] = ["spider silk", "A delicate but strong strand of silk, produced by a spider. Can be used as cordage."]

[Item.SpruceCone]

[Item.SpruceCone]: [string, string] = ["spruce cone", "A prickly cone from a spruce tree, filled with seeds contained inside its scales."]

[Item.SpruceNeedles]

[Item.SpruceNeedles]: [string, string] = ["spruce needles", "Dense, needled branches from a spruce tree. Useful for compost or drying out for tinder."]

[Item.SpruceSeeds]

[Item.SpruceSeeds]: [string, string] = ["spruce seeds", "White seeds for growing a spruce tree, ejected from a spruce cone."]

[Item.Spyglass]

[Item.Spyglass]: [string, string] = ["spyglass", "An improvised, short-range telescope, which can be used to see slightly further away in any direction when equipped."]

[Item.StoneAnvil]

[Item.StoneAnvil]: [string, string] = ["stone anvil", "A solid stone anvil. Used in the production of metal armor, weapons, and tools."]

[Item.StoneArrow]

[Item.StoneArrow]: [string, string] = ["stone arrow", "A projectile to be fired from a bow, crafted with an arrowhead and feather to control flight."]

[Item.StoneArrowhead]

[Item.StoneArrowhead]: [string, string] = ["stone arrowhead", "Crafted from stone and to be used in the crafting of arrows. Could also be used as a carving implement."]

[Item.StoneAxe]

[Item.StoneAxe]: [string, string] = ["stone axe", "A simple stone axe used for chopping wood or as a carving implement."]

[Item.StoneBullet]

[Item.StoneBullet]: [string, string] = ["stone bullet", "A basic stone projectile for slings and firearms. Smooth and more or less spherical in shape."]

[Item.StoneCampfire]

[Item.StoneCampfire]: [string, string] = ["stone campfire", "A grouping of rocks shaped into a ring to contain a fire."]

[Item.StoneFurnace]

[Item.StoneFurnace]: [string, string] = ["stone furnace", "An enclosed structure made of stone, which traps in the heat to keep a long-lasting, high-temperature fire."]

[Item.StoneHammer]

[Item.StoneHammer]: [string, string] = ["stone hammer", "A rudimentary stone hammer, braced on the end of a pole with string. Used for gathering and repairing."]

[Item.StoneHoe]

[Item.StoneHoe]: [string, string] = ["stone hoe", "A rudimentary tilling and gardening tool, used to break up soil for more successful growth of plants."]

[Item.StoneKiln]

[Item.StoneKiln]: [string, string] = ["stone kiln", "Similar to a furnace, but constructed with rocks and in a way that allows for proper heat distribution for crafting glass and clay items."]

[Item.StoneKnife]

[Item.StoneKnife]: [string, string] = ["stone knife", "A sharpened piece of stone acting as blade and socketed into a carved handle and wrapped with string for support. Can be used as a weapon, gathering tool or to carve."]

[Item.StoneMortarAndPestle]

[Item.StoneMortarAndPestle]: [string, string] = ["stone mortar and pestle", "Used for grinding and crushing, made from smooth stones."]

[Item.StonePickaxe]

[Item.StonePickaxe]: [string, string] = ["stone pickaxe", "A primitive stone pickaxe used for mining into rock or as a stopgap blunt weapon."]

[Item.StoneSandCastFlask]

[Item.StoneSandCastFlask]: [string, string] = ["stone sand cast flask", "A hollowed out rock with green sand moulding inside. Used for casting metal into any shape."]

[Item.StoneShovel]

[Item.StoneShovel]: [string, string] = ["stone shovel", "A digging tool made of stone, used to collect different materials from the ground or to route water."]

[Item.StoneSpear]

[Item.StoneSpear]: [string, string] = ["stone spear", "A hunting weapon crafted with a stone head, suitable as a throwing weapon."]

[Item.StoneWall]

[Item.StoneWall]: [string, string] = ["stone wall", "A series of interlaced stones and rocks, shaped into a vertical wall structure. Can be built to keep enemies out."]

[Item.StoneWaterStill]

[Item.StoneWaterStill]: [string, string] = ["stone water still", "A hollowed-out rock with a stone lid. It's used to desalinate water by boiling it and then collecting the steam into a separate container."]

[Item.StoneWell]

[Item.StoneWell]: [string, string] = ["stone well", "A stone-built enclosure used to trap and collect groundwater when constructed."]

[Item.Stones]

[Item.Stones]: [string, string] = ["stones", "A mass of small rocks. Can be used for throwing or crafting."]

[Item.StrawHat]

[Item.StrawHat]: [string, string] = ["straw hat", "A hat made from braids of hay, woven together. What it lacks in protection, it makes up for in its sun-blocking properties and style."]

[Item.String]

[Item.String]: [string, string] = ["string", "Woven fabric; the cornerstone of all crafting materials, mainly used for binding."]

[Item.StrippedBark]

[Item.StrippedBark]: [string, string] = ["stripped bark", "A strong, fibrous shaving from a branch, useful as cordage."]

[Item.StrippedLeather]

[Item.StrippedLeather]: [string, string] = ["stripped leather", "Thin strips of cut leather, useful for making strings and rope."]

[Item.SugarCaneSeeds]

[Item.SugarCaneSeeds]: [string, string] = ["sugar cane seeds", "Seeds for planting and growing crops of sugar cane stalks."]

[Item.SugarCaneStalks]

[Item.SugarCaneStalks]: [string, string] = ["sugar cane stalks", "Stout, jointed, fibrous stalks that are rich in the sugar content. They can be quite long and the insides can be chewed on for sustenance."]

[Item.Sundial]

[Item.Sundial]: [string, string] = ["sundial", "A stone timepiece that uses the location of the sun or moon to show the approximate time of day or night."]

[Item.Suture]

[Item.Suture]: [string, string] = ["suture", "A sharp needle tool with an attached thin string, used to sew and close gaping wounds."]

[Item.SwitchgrassSeeds]

[Item.SwitchgrassSeeds]: [string, string] = ["switchgrass seeds", "Long dried grass seeds. Can be planted to grow a longer type of grass."]

[Item.TailFeathers]

[Item.TailFeathers]: [string, string] = ["tail feathers", "A fluffy clump of white feathers, removed from an avian creature's backside."]

[Item.Talc]

[Item.Talc]: [string, string] = ["talc", "A very chalky mineral, only useful in its powder form."]

[Item.TalcumPowder]

[Item.TalcumPowder]: [string, string] = ["talcum powder", "Chalky and abundantly absorbent to the touch. An agent required for casting of advanced metals."]

[Item.TallowCandle]

[Item.TallowCandle]: [string, string] = ["tallow candle", "A molded tallow candle with a string as a wick. A long-lasting source of illumination."]

[Item.TallowTorch]

[Item.TallowTorch]: [string, string] = ["tallow torch", "A torch; wrapped in rendered animal fat, producing a long-lasting light source."]

[Item.Tallow]

[Item.Tallow]: [string, string] = ["tallow", "The rendered form of animal fat; solid when kept cooled. A fatty and greasy substance used in cooking or as fuel."]

[Item.TannedLeather]

[Item.TannedLeather]: [string, string] = ["tanned leather", "A durable, treated piece of leather. Used in crafting armor and other tools."]

[Item.Tannin]

[Item.Tannin]: [string, string] = ["tannin", "A natural treating agent. To be applied on hides to create tanned leather."]

[Item.TatteredMap]

[Item.TatteredMap]: [string, string] = ["{0?completed }tattered map", "An old torn map covered with drawings and scribbles, a bit hard to make sense of on first glance."]

[Item.TatteredPants]

[Item.TatteredPants]: [string, string] = ["tattered pants", "Brown colored pants, now reduced to shorts from distress and wear."]

[Item.TatteredShirt]

[Item.TatteredShirt]: [string, string] = ["tattered shirt", "A once fine piece of a clothing, now torn and tattered."]

[Item.Tentacles]

[Item.Tentacles]: [string, string] = ["tentacles", "A slimy, wriggling appendage from an unlucky cephalopod. Can be eaten, but with some force due to the rubbery unpleasant texture."]

[Item.TomatoSeeds]

[Item.TomatoSeeds]: [string, string] = ["tomato seeds", "Seeds from a tomato, ready for planting and germination to grow into tomato plants."]

[Item.Tomato]

[Item.Tomato]: [string, string] = ["tomato", "Red, plump and juicy, this savory fruit can be eaten raw for replenishment of hunger as well as some thirst."]

[Item.Tourniquet]

[Item.Tourniquet]: [string, string] = ["tourniquet", "A hard stud twisted together with a string. Used to twist around a bleeding wound to stem the flow of blood."]

[Item.TreeBark]

[Item.TreeBark]: [string, string] = ["tree bark", "A tough, dense chunk of bark, broken off from a tree. Can be used for kindling or stripping into cordage."]

[Item.TumbleweedSeeds]

[Item.TumbleweedSeeds]: [string, string] = ["tumbleweed seeds", "Small and slightly thorny, these seeds are used to plant and grow tumbleweeds, as if you ever wanted to grow weeds."]

[Item.Twigs]

[Item.Twigs]: [string, string] = ["twigs", "A small pile of sticks and tree limbs. Mostly used for kindling."]

[Item.VenomGland]

[Item.VenomGland]: [string, string] = ["venom gland", "The venom producing gland of a snake, still filled with some immobilizing venom."]

[Item.VineWhip]

[Item.VineWhip]: [string, string] = ["vine whip", "A makeshift weapon made simply with vines wrapped together."]

[Item.WaterskinOfDesalinatedWater]

[Item.WaterskinOfDesalinatedWater]: [string, string] = ["waterskin of desalinated water", "A waterskin full of freshly desalinated seawater."]

[Item.WaterskinOfGoatMilk]

[Item.WaterskinOfGoatMilk]: [string, string] = ["waterskin of goat milk", "A filled leather waterskin containing the raw milk from a goat."]

[Item.WaterskinOfMedicinalWater]

[Item.WaterskinOfMedicinalWater]: [string, string] = ["waterskin of medicinal water", "A soothing mixture of plants and roots. Used to heal poisons and illnesses."]

[Item.WaterskinOfPurifiedFreshWater]

[Item.WaterskinOfPurifiedFreshWater]: [string, string] = ["waterskin of purified fresh water", "A full waterskin of fresh, safe-to-drink water."]

[Item.WaterskinOfSeawater]

[Item.WaterskinOfSeawater]: [string, string] = ["waterskin of seawater", "A waterskin full of seawater, not suitable for drinking without desalination."]

[Item.WaterskinOfUnpurifiedFreshWater]

[Item.WaterskinOfUnpurifiedFreshWater]: [string, string] = ["waterskin of unpurified fresh water", "Unpurified and possibly hazardous water. It is recommended you purify the water before drinking."]

[Item.Waterskin]

[Item.Waterskin]: [string, string] = ["waterskin", "A portable water container, made from stitched leather."]

[Item.Wheat]

[Item.Wheat]: [string, string] = ["wheat", "The hulled spikelets from wheat grass, containing the raw grains."]

[Item.Winterberries]

[Item.Winterberries]: [string, string] = ["winterberries", "A twig of bright red winterberries. They look like the type of berry that would be consumed by birds, but may be harmful to humans."]

[Item.WinterberrySeeds]

[Item.WinterberrySeeds]: [string, string] = ["winterberry seeds", "A handful of seeds, presumably used to plant and grow more winterberries, a holly plant that can grow in colder climates."]

[Item.WispDust]

[Item.WispDust]: [string, string] = ["wisp dust", "A magical glowing pile of dust, extracted from a wisp. It inexplicably feels weightless, yet burdensome in your hands."]

[Item.WoodenArrow]

[Item.WoodenArrow]: [string, string] = ["wooden arrow", "A provisional wooden projectile to be fired from a bow. Crafted with a feather to control flight."]

[Item.WoodenChest]

[Item.WoodenChest]: [string, string] = ["wooden chest", "A large wooden container that can fit many items while placed on the ground. Foods will decay slower within it."]

[Item.WoodenDoor]

[Item.WoodenDoor]: [string, string] = ["wooden door", "A door crafted from long wooden planks with large wooden hinges. Can be opened and closed when built."]

[Item.WoodenDowels]

[Item.WoodenDowels]: [string, string] = ["wooden dowels", "A gathering of small wooden pegs. Used as hinges in woodworking or as kindling in firemaking."]

[Item.WoodenFence]

[Item.WoodenFence]: [string, string] = ["wooden fence", "A section of wooden fencing, constructed from two logs and held together with horizontal beams."]

[Item.WoodenFlooring]

[Item.WoodenFlooring]: [string, string] = ["wooden flooring", "Wooden floor boards; planed to equal height and length."]

[Item.WoodenGate]

[Item.WoodenGate]: [string, string] = ["wooden gate", "A gate crafted from long wooden planks with small wooden hinges. Can be opened and closed when built."]

[Item.WoodenMortarAndPestle]

[Item.WoodenMortarAndPestle]: [string, string] = ["wooden mortar and pestle", "Carved from wood; this makeshift device can be used for crushing up items."]

[Item.WoodenPole]

[Item.WoodenPole]: [string, string] = ["wooden pole", "A long piece of wood, carved and shaved down into a smooth rod from a branch or log."]

[Item.WoodenSandCastFlask]

[Item.WoodenSandCastFlask]: [string, string] = ["wooden sand cast flask", "A mold for casting metal into any shape, made with green sand and placed into a carved-out log."]

[Item.WoodenShavings]

[Item.WoodenShavings]: [string, string] = ["wooden shavings", "A dry bunch of wooden shavings, used to ignite kindling when starting a fire."]

[Item.WoodenShield]

[Item.WoodenShield]: [string, string] = ["wooden shield", "A sturdy wooden shield, quite effective at blocking blunt attacks. The handles on the back are fashioned out of wood and string."]

[Item.WoodenSpear]

[Item.WoodenSpear]: [string, string] = ["wooden spear", "A makeshift, easy to craft hunting weapon. Makes for an ideal ranged weapon."]

[Item.WoodenSword]

[Item.WoodenSword]: [string, string] = ["wooden sword", "A sturdy blunt sword, crafted from wood with a sharp piercing point. Most useful for sparring practice."]

[Item.WoodenTongs]

[Item.WoodenTongs]: [string, string] = ["wooden tongs", "A pair of simple wood tongs, used to pick up hot objects without injury."]

[Item.WoodenWall]

[Item.WoodenWall]: [string, string] = ["wooden wall", "A sturdy set of bound logs, forming a protective wall that can be placed."]

[Item.WormMeat]

[Item.WormMeat]: [string, string] = ["worm meat", "Essentially a mash of worm innards, almost ground up into a paste. Definitely not the most appetizing, but can be cooked for better flavor."]

[Item.WovenFabric]

[Item.WovenFabric]: [string, string] = ["woven fabric", "A makeshift piece of fibrous tissue, woven together into fabric."]

[Item.WroughtIronAnvil]

[Item.WroughtIronAnvil]: [string, string] = ["wrought iron anvil", "An anvil made from wrought iron with a wooden base. Useful for metalworking."]

[Item.WroughtIronArrow]

[Item.WroughtIronArrow]: [string, string] = ["wrought iron arrow", "An arrow with a wrought iron arrowhead. The shaft of the arrow is long and is fletched with feathers."]

[Item.WroughtIronArrowhead]

[Item.WroughtIronArrowhead]: [string, string] = ["wrought iron arrowhead", "Forged with wrought iron, this arrowhead is used to craft an arrow. In dire need, it could also be used for carving."]

[Item.WroughtIronAxe]

[Item.WroughtIronAxe]: [string, string] = ["wrought iron axe", "An axe forged out of wrought iron, primarily used for lumberjacking and carving."]

[Item.WroughtIronBakingTray]

[Item.WroughtIronBakingTray]: [string, string] = ["wrought iron baking tray", "A rigid sheet pan crafted from flattened wrought iron."]

[Item.WroughtIronBoots]

[Item.WroughtIronBoots]: [string, string] = ["wrought iron boots", "Wrought iron footwear. Heavy and made specifically for protecting feet and lower legs."]

[Item.WroughtIronBreastPlate]

[Item.WroughtIronBreastPlate]: [string, string] = ["wrought iron breastplate", "A large wrought iron chest plate, worn over the torso."]

[Item.WroughtIronBullet]

[Item.WroughtIronBullet]: [string, string] = ["wrought iron bullet", "A small ball of wrought iron, used as ammunition for slingshots or firearms."]

[Item.WroughtIronChest]

[Item.WroughtIronChest]: [string, string] = ["wrought iron chest", "A spacious container built from wrought iron that can store many items. Foods will spoil slower inside of it."]

[Item.WroughtIronDoubleAxe]

[Item.WroughtIronDoubleAxe]: [string, string] = ["wrought iron double axe", "A dual-bladed axe which can provide enough slashing damage for both combat and gathering."]

[Item.WroughtIronGauntlets]

[Item.WroughtIronGauntlets]: [string, string] = ["wrought iron gauntlets", "Intricate and sturdy, these wrought iron gloves fit snugly on your hands."]

[Item.WroughtIronGorget]

[Item.WroughtIronGorget]: [string, string] = ["wrought iron gorget", "A molded piece of metal, used to protect the area around the neck and shoulders."]

[Item.WroughtIronGreaves]

[Item.WroughtIronGreaves]: [string, string] = ["wrought iron greaves", "Wrought iron leggings, strapped and padded around the legs to reduce most damage."]

[Item.WroughtIronHammer]

[Item.WroughtIronHammer]: [string, string] = ["wrought iron hammer", "A large mallet crafted from wrought iron. Useful for repairing and sometimes gathering."]

[Item.WroughtIronHelmet]

[Item.WroughtIronHelmet]: [string, string] = ["wrought iron helmet", "Using a barbute design, this iron helmet shields the head from most kinds of attacks."]

[Item.WroughtIronHoe]

[Item.WroughtIronHoe]: [string, string] = ["wrought iron hoe", "A long pole with a wrought iron metal blade attached to the end. Used to till the ground for planting seeds."]

[Item.WroughtIronLockPick]

[Item.WroughtIronLockPick]: [string, string] = ["wrought iron lock pick", "A set of picks and wrenches made from wrought iron, used for picking and unlocking locked devices."]

[Item.WroughtIronMortarAndPestle]

[Item.WroughtIronMortarAndPestle]: [string, string] = ["wrought iron mortar and pestle", "Used for pulverizing items, forged from wrought iron."]

[Item.WroughtIronPickaxe]

[Item.WroughtIronPickaxe]: [string, string] = ["wrought iron pickaxe", "A dual-headed mining implement. One head is heavy and blunt, the other, spiked to cut through rock with ease."]

[Item.WroughtIronRefinementTools]

[Item.WroughtIronRefinementTools]: [string, string] = ["wrought iron refinement tools", "Used for gouging out material from items, reducing their weight and durability. Forged and crafted from wrought iron."]

[Item.WroughtIronShield]

[Item.WroughtIronShield]: [string, string] = ["wrought iron shield", "A sturdy wrought iron shield, made by bending large sheets of metal into shape."]

[Item.WroughtIronShovel]

[Item.WroughtIronShovel]: [string, string] = ["wrought iron shovel", "A shovel with an angled, pointed head, useful for digging and water routing."]

[Item.WroughtIronSpear]

[Item.WroughtIronSpear]: [string, string] = ["wrought iron spear", "A polearm with pointed head, crafted from wrought iron. Used in melee or thrown in combat."]

[Item.WroughtIronSword]

[Item.WroughtIronSword]: [string, string] = ["wrought iron sword", "A long, sharpened blade fitted into a solid hilt and forged from wrought iron. A good, strong weapon."]

[Item.WroughtIronTongs]

[Item.WroughtIronTongs]: [string, string] = ["wrought iron tongs", "A pair of tongs, forged from wrought iron. Used to lift hot objects without injury."]

[Item.WroughtIron]

[Item.WroughtIron]: [string, string] = ["wrought iron", "A heavily oxidized and unpurified form of iron, used in the forging of brittle tools, weapons, and armor."]

Const joinServerRetryReasons

joinServerRetryReasons: object

[JoinServerRetryReason.Timeout]

[JoinServerRetryReason.Timeout]: string = "Timed out while trying to connect to the server."

[JoinServerRetryReason.UnableToConnectToDedicatedMatchmakingServer]

[JoinServerRetryReason.UnableToConnectToDedicatedMatchmakingServer]: string = `Unable to connect to the dedicated server. The server owner should make sure they are forwarding port ${defaultServerPort}.\n\nView the {link(http://www.waywardgame.com/multiplayer):multiplayer page} for more information.`

[JoinServerRetryReason.UnableToConnectToGlobalMatchmakingServer]

[JoinServerRetryReason.UnableToConnectToGlobalMatchmakingServer]: string = "Unable to connect to the global matchmaking server."

[JoinServerRetryReason.UnableToJoinSteamLobby]

[JoinServerRetryReason.UnableToJoinSteamLobby]: string = "Unable to join the Steam lobby. Please check your internet connection and ensure Steam is connected."

[JoinServerRetryReason.WebRTCTimeout]

[JoinServerRetryReason.WebRTCTimeout]: string = `WebRTC timed out.\nThis could be caused by various networking issues. The server owner could try forwarding port ${defaultServerPort} to solve this issue.\n\nView the {link(http://www.waywardgame.com/multiplayer): multiplayer page} for more information.`

Const legendaryItems

legendaryItems: object

[LegendaryType.Attack]

[LegendaryType.Attack]: string = "power"

[LegendaryType.Benignity]

[LegendaryType.Benignity]: string = "benevolence"

[LegendaryType.ContainerWeight]

[LegendaryType.ContainerWeight]: string = "storing"

[LegendaryType.Defense]

[LegendaryType.Defense]: string = "guarding"

[LegendaryType.Illumination]

[LegendaryType.Illumination]: string = "illumination"

[LegendaryType.ItemDamage]

[LegendaryType.ItemDamage]: string = "endurance"

[LegendaryType.ItemWeight]

[LegendaryType.ItemWeight]: string = "featherweight"

[LegendaryType.Malignity]

[LegendaryType.Malignity]: string = "malevolence"

[LegendaryType.MaxDecay]

[LegendaryType.MaxDecay]: string = "hoarding"

[LegendaryType.MaxWeight]

[LegendaryType.MaxWeight]: string = "lightening"

[LegendaryType.PreservationRate]

[LegendaryType.PreservationRate]: string = "preservation"

[LegendaryType.Range]

[LegendaryType.Range]: string = "range"

[LegendaryType.Skill]

[LegendaryType.Skill]: string = "{0}"

[LegendaryType.Stat]

[LegendaryType.Stat]: string = "{0}"

[LegendaryType.StokeValue]

[LegendaryType.StokeValue]: string = "stoking"

[LegendaryType.TrapDamage]

[LegendaryType.TrapDamage]: string = "trapping"

[LegendaryType.UseBenefits]

[LegendaryType.UseBenefits]: string = "potency"

[LegendaryType.WeightCapacity]

[LegendaryType.WeightCapacity]: string = "magnitude"

[LegendaryType.Worth]

[LegendaryType.Worth]: string = "worth"

Const libraries

libraries: object

Electron

Electron: string = "https://www.electronjs.org/"

Fixedsys Excelsior

Fixedsys Excelsior: string = "http://web.archive.org/web/20190201185008/http://www.fixedsysexcelsior.com/"

Greenworks

Greenworks: string = "https://github.com/greenheartgames/greenworks"

Node.js

Node.js: string = "https://nodejs.org/"

TypeScript

TypeScript: string = "https://www.typescriptlang.org/"

jQuery

jQuery: string = "https://jquery.com/"

jQuery UI Touch Punch

jQuery UI Touch Punch: string = "https://github.com/furf/jquery-ui-touch-punch"

jQuery contextMenu

jQuery contextMenu: string = "https://github.com/mar10/jquery-ui-contextmenu"

jQueryUI

jQueryUI: string = "https://jqueryui.com/"

jsonc-parser

jsonc-parser: string = "https://www.npmjs.com/package/jsonc-parser"

lz-string

lz-string: string = "https://github.com/pieroxy/lz-string"

Const linkSegment

linkSegment: object

regex

regex: RegExp = /^link\((?:(https?:\/\/.*?)|Menu\.([a-zA-Z0-9]+(?:\.[a-zA-Z0-9]+)?))\):/

handle

  • handle(__namedParameters: [string, string, string], segment: string, api: ISegmentApi, ...args: any[]): any[]
  • Parameters

    • __namedParameters: [string, string, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns any[]

Const macros

macros: object

[Macro.hash(repeat(mouse(0), 10))]

[Macro.hash(repeat(mouse(0), 10))]: string = "WAYWARD: COOKIE CLICKER EDITION!!!!! (10x clicks)"

[Macro.hash(repeat(mouse(0), 2))]

[Macro.hash(repeat(mouse(0), 2))]: string = "Double Click"

[Macro.hash(repeat(mouse(0), 3))]

[Macro.hash(repeat(mouse(0), 3))]: string = "Triple Click"

[Macro.hash(repeat(mouse(0), 4))]

[Macro.hash(repeat(mouse(0), 4))]: string = "Quadruple Click"

[Macro.hash(repeat(mouse(0), 5))]

[Macro.hash(repeat(mouse(0), 5))]: string = "Quintuple Click"

[Macro.hash(repeat(mouse(0), 6))]

[Macro.hash(repeat(mouse(0), 6))]: string = "HEXACLICK!"

[Macro.hash(repeat(mouse(0), 7))]

[Macro.hash(repeat(mouse(0), 7))]: string = "SEVEN TIMES CLICK COMBO!!"

[Macro.hash(repeat(mouse(0), 8))]

[Macro.hash(repeat(mouse(0), 8))]: string = "EIGHT TIMES CLICK COMBO!!!"

[Macro.hash(repeat(mouse(0), 9))]

[Macro.hash(repeat(mouse(0), 9))]: string = "NINE TIMES CLICK COMBO!!!!"

Const mapgensByMinor

mapgensByMinor: object

0

0: MapGen200 = MapGen200

1

1: MapGen210 = MapGen210

2

2: MapGen220 = MapGen220

3

3: MapGen230 = MapGen230

4

4: MapGen240 = MapGen240

5

5: MapGen250 = MapGen250

6

6: MapGen260 = MapGen260

7

7: MapGen270 = MapGen270

8

8: MapGen280 = MapGen280

9

9: MapGen290 = MapGen290

latest

latest: [string, MapGen290] = ["beta2.9.0", MapGen290]

Const menuBarButtonDescriptions

menuBarButtonDescriptions: object

[MenuBarButtonType.Actions]

[MenuBarButtonType.Actions]: object

bindable

bindable: GameActions = Bindable.GameActions

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • onActivate(): boolean
  • Returns boolean

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Crafting]

[MenuBarButtonType.Crafting]: object

bindable

bindable: DialogCrafting = Bindable.DialogCrafting

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • onActivate(): void
  • Returns void

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Equipment]

[MenuBarButtonType.Equipment]: object

bindable

bindable: DialogEquipment = Bindable.DialogEquipment

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • onActivate(): void
  • Returns void

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Help]

[MenuBarButtonType.Help]: object

bindable

bindable: DialogHelp = Bindable.DialogHelp

group

group: MenuBarButtonGroup = MenuBarButtonGroup.Meta

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns Promise<void>

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Inventory]

[MenuBarButtonType.Inventory]: object

bindable

bindable: DialogInventory = Bindable.DialogInventory

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • onActivate(): void
  • Returns void

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Menu]

[MenuBarButtonType.Menu]: object

bindable

bindable: GamePause = Bindable.GamePause

group

group: MenuBarButtonGroup = MenuBarButtonGroup.Meta

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns Promise<void>

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Messages]

[MenuBarButtonType.Messages]: object

bindable

bindable: DialogMessages = Bindable.DialogMessages

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns GameScreen

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Milestones]

[MenuBarButtonType.Milestones]: object

bindable

bindable: DialogMilestones = Bindable.DialogMilestones

group

group: MenuBarButtonGroup = MenuBarButtonGroup.Meta

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns GameScreen

onCreate

  • Parameters

    Returns Button

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Notes]

[MenuBarButtonType.Notes]: object

bindable

bindable: DialogNotes = Bindable.DialogNotes

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns GameScreen

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Quests]

[MenuBarButtonType.Quests]: object

bindable

bindable: DialogQuests = Bindable.DialogQuests

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • onActivate(): void
  • Returns void

onCreate

  • onCreate(button: Button): void
  • Parameters

    Returns void

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.QuickSettings]

[MenuBarButtonType.QuickSettings]: object

bindable

bindable: DialogOptions = Bindable.DialogOptions

group

group: MenuBarButtonGroup = MenuBarButtonGroup.Meta

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns GameScreen

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Save]

[MenuBarButtonType.Save]: object

bindable

bindable: GameSave = Bindable.GameSave

group

group: MenuBarButtonGroup = MenuBarButtonGroup.Meta

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns Promise<void>

onCreate

  • onCreate(button: Button): void
  • Parameters

    Returns void

tooltip

  • Parameters

    Returns ITooltip

[MenuBarButtonType.Skills]

[MenuBarButtonType.Skills]: object

bindable

bindable: DialogSkills = Bindable.DialogSkills

group

group: MenuBarButtonGroup = MenuBarButtonGroup.World

imageHeight

imageHeight: number = 12

imageWidth

imageWidth: number = 12

onActivate

  • Returns GameScreen

tooltip

  • Parameters

    Returns ITooltip

Const menuMap

menuMap: object

[MenuId.BACK]

[MenuId.BACK]: any = undefined as any

[MenuId.CharacterSelection]

[MenuId.CharacterSelection]: CharacterSelectionMenu = CharacterSelectionMenu

[MenuId.GameEnd]

[MenuId.GameEnd]: GameEndMenu = GameEndMenu

[MenuId.Help]

[MenuId.Help]: HelpMenu = HelpMenu

[MenuId.Highscores]

[MenuId.Highscores]: HighscoresMenu = HighscoresMenu

[MenuId.Interrupt]

[MenuId.Interrupt]: InterruptMenu = InterruptMenu

[MenuId.JoinServerChooseModifiersMenu]

[MenuId.JoinServerChooseModifiersMenu]: JoinServerChooseModifiersMenu = JoinServerChooseModifiersMenu

[MenuId.JoinServer]

[MenuId.JoinServer]: JoinServerMenu = JoinServerMenu

[MenuId.LoadGame]

[MenuId.LoadGame]: LoadGameMenu = LoadGameMenu

[MenuId.Main]

[MenuId.Main]: MainMenu = MainMenu

[MenuId.Mods]

[MenuId.Mods]: ModsMenu = ModsMenu

[MenuId.Multiplayer]

[MenuId.Multiplayer]: MultiplayerMenu = MultiplayerMenu

[MenuId.NONE]

[MenuId.NONE]: any = undefined as any

[MenuId.NewGame]

[MenuId.NewGame]: NewGameMenu = NewGameMenu

[MenuId.Options]

[MenuId.Options]: OptionsMenu = OptionsMenu

[MenuId.Pause]

[MenuId.Pause]: PauseMenu = PauseMenu

Const messages

messages: object

[Message.Aberrant]

[Message.Aberrant]: string = "{0?aberrant }{1}"

[Message.AboutHours]

[Message.AboutHours]: string = "It appears you have {0} for about {1} {2}."

[Message.ActionAttachContainerAlreadyHasContainer]

[Message.ActionAttachContainerAlreadyHasContainer]: string = "{0} already has a container attached!"

[Message.ActionAttachContainerAttachedContainer]

[Message.ActionAttachContainerAttachedContainer]: string = "You attached {0} to {1}."

[Message.ActionAttachContainerAttachingContainer]

[Message.ActionAttachContainerAttachingContainer]: string = "attaching container"

[Message.ActionAttachContainerCannotAttach]

[Message.ActionAttachContainerCannotAttach]: string = "You cannot attach {0} to the still."

[Message.ActionAttachContainerNothingToAttachContainerTo]

[Message.ActionAttachContainerNothingToAttachContainerTo]: string = "There is nothing to attach {0} to here."

[Message.ActionCastAreaOverfished]

[Message.ActionCastAreaOverfished]: string = "This area appears to have been overfished."

[Message.ActionConsumeItemTypeStats]

[Message.ActionConsumeItemTypeStats]: string = "You have {0}."

[Message.ActionCraftEfficacyHigh]

[Message.ActionCraftEfficacyHigh]: string = "great"

[Message.ActionCraftEfficacyHighest]

[Message.ActionCraftEfficacyHighest]: string = "maximum"

[Message.ActionCraftEfficacyLow]

[Message.ActionCraftEfficacyLow]: string = "decent"

[Message.ActionCraftEfficacyLowest]

[Message.ActionCraftEfficacyLowest]: string = "poor"

[Message.ActionCraftEfficacyMed]

[Message.ActionCraftEfficacyMed]: string = "good"

[Message.ActionCraftEfficacyPercent]

[Message.ActionCraftEfficacyPercent]: string = " ({0}%)"

[Message.ActionCraftEfficacy]

[Message.ActionCraftEfficacy]: string = " with {0} efficacy{1}"

[Message.ActionCraftYouLackTheRequirements]

[Message.ActionCraftYouLackTheRequirements]: string = "You lack the requirements for this craft."

[Message.ActionCraft]

[Message.ActionCraft]: string = "Craft"

[Message.ActionDetachContainerDetachContainer]

[Message.ActionDetachContainerDetachContainer]: string = "You detached {0} from {1}"

[Message.ActionDisassembleNoItemsSalvaged]

[Message.ActionDisassembleNoItemsSalvaged]: string = "You were not able to salvage any items by disassembling {0}."

[Message.ActionDisassembleSalvaged]

[Message.ActionDisassembleSalvaged]: string = "You salvaged {0} by disassembling {1}."

[Message.ActionDismantleSeparated]

[Message.ActionDismantleSeparated]: string = "You separated {0} by dismantling {1}."

[Message.ActionFishingNothingBiting]

[Message.ActionFishingNothingBiting]: string = "Nothing seems to be biting here."

[Message.ActionFishingSlipped]

[Message.ActionFishingSlipped]: string = "You felt something slip away from your line."

[Message.ActionFishingTooShallow]

[Message.ActionFishingTooShallow]: string = "This location appears to be to be too shallow to catch anything."

[Message.ActionMeleeHasToBeEquipped]

[Message.ActionMeleeHasToBeEquipped]: string = "{0} has to be equipped to attack with it."

[Message.ActionMeleeNothingToAttack]

[Message.ActionMeleeNothingToAttack]: string = "There is nothing to attack here."

[Message.ActionNavigateMoon]

[Message.ActionNavigateMoon]: string = "moon"

[Message.ActionNavigateNotOverworld]

[Message.ActionNavigateNotOverworld]: string = "The sextant requires you to be able to see the sun or moon to find your coordinates."

[Message.ActionNavigateSun]

[Message.ActionNavigateSun]: string = "sun"

[Message.ActionNavigateUseSextant]

[Message.ActionNavigateUseSextant]: string = "You gaze into the sextant, lining up the horizon and {0}. You measure your coordinates to be {1} and {2}, over an area of {3} and {4}."

[Message.ActionPetCreatureRefused]

[Message.ActionPetCreatureRefused]: string = "You attempt to pet {0}, but it refuses your caress."

[Message.ActionSailToCivilizationNotInsideBoat]

[Message.ActionSailToCivilizationNotInsideBoat]: string = "You must be in the sailboat to sail to civilization."

[Message.ActionTestDepthNothingToTest]

[Message.ActionTestDepthNothingToTest]: string = "There is nothing to test here."

[Message.ActionTestDepthWell]

[Message.ActionTestDepthWell]: string = "The well appears to have {0} {1}. {2?It contains {num(as words):{2}} {reformat({2},false):container} worth.}"

[Message.ActionWith]

[Message.ActionWith]: string = "{0} with {1}"

[Message.AddToQuickslot]

[Message.AddToQuickslot]: string = "Add to Quickslot"

[Message.AddedFuelToFire]

[Message.AddedFuelToFire]: string = "You added the fuel to the fire! The fire grows stronger."

[Message.AddedFuelToTorch]

[Message.AddedFuelToTorch]: string = "You added the fuel to the torch."

[Message.Advanced]

[Message.Advanced]: string = "Advanced"

[Message.AllEquipmentUnEquipped]

[Message.AllEquipmentUnEquipped]: string = "All equipment has been unequipped."

[Message.AlreadyDesalinatedWaterInStill]

[Message.AlreadyDesalinatedWaterInStill]: string = "There is already desalinated water in this still!"

[Message.AlreadyFullyRefined]

[Message.AlreadyFullyRefined]: string = "{0} is already fully refined."

[Message.AlreadyFullyRepaired]

[Message.AlreadyFullyRepaired]: string = "{0} is already fully repaired."

[Message.AlreadyPreserved]

[Message.AlreadyPreserved]: string = "{0} is already well preserved."

[Message.AnUnknownItem]

[Message.AnUnknownItem]: string = "an unknown item"

[Message.AppearedNotEffectiveForGathering]

[Message.AppearedNotEffectiveForGathering]: string = "{0} did not appear to be the most effective for gathering this resource."

[Message.AppearsToBeAberrant]

[Message.AppearsToBeAberrant]: string = "{0} seems abnormally territorial and aggressive. It may be particularly vicious."

[Message.ArmorAppeared]

[Message.ArmorAppeared]: string = "Your armor appeared to be {0} to the attack."

[Message.ArmorProtectedFromInjuryAgainst]

[Message.ArmorProtectedFromInjuryAgainst]: string = "Your armor protected you from injury against the {0}."

[Message.Attack]

[Message.Attack]: string = "Attack"

[Message.AttemptToSoothBurnInWater]

[Message.AttemptToSoothBurnInWater]: string = "You move around in {0} attempting to soothe your burn injuries but do not succeed yet."

[Message.AttemptToTill]

[Message.AttemptToTill]: string = "You attempt to {0} the {1}, but do not produce any results yet."

[Message.AttemptedToDropAllIntoFire]

[Message.AttemptedToDropAllIntoFire]: string = "You attempted to drop {0} into the fire."

[Message.AttemptedToPlaceAllOnGround]

[Message.AttemptedToPlaceAllOnGround]: string = "You attempted to place {0} on the ground."

[Message.Back]

[Message.Back]: string = "Back"

[Message.BadlyBurnedLostHealth]

[Message.BadlyBurnedLostHealth]: string = "You have been badly burned! You have lost {0} health!"

[Message.BarteringSkillsProvided]

[Message.BarteringSkillsProvided]: string = "Your bartering skills have provided you with an extra {0} barter credit."

[Message.BasedOnItSeems]

[Message.BasedOnItSeems]: string = "based on {0}, it seems"

[Message.BeenPoisoned]

[Message.BeenPoisoned]: string = "You have been poisoned!"

[Message.BeginSleeping]

[Message.BeginSleeping]: string = "You begin sleeping..."

[Message.BeginUsingBoat]

[Message.BeginUsingBoat]: string = "You begin using {0}."

[Message.Belt]

[Message.Belt]: string = "Belt"

[Message.BestForCrafting]

[Message.BestForCrafting]: string = "Best for Crafting"

[Message.BleedingHasStopped]

[Message.BleedingHasStopped]: string = "The bleeding has stopped!"

[Message.BleedingProfusely]

[Message.BleedingProfusely]: string = "You start bleeding profusely!"

[Message.BleedingToDeathLostHealth]

[Message.BleedingToDeathLostHealth]: string = "You are bleeding to death! You have lost {0} health!"

[Message.Blunt]

[Message.Blunt]: string = "Blunt"

[Message.BookBlank]

[Message.BookBlank]: string = "The rest of the book was blank."

[Message.BookContains]

[Message.BookContains]: string = "Upon opening the {0}, {1} {2} fell from it. {3}"

[Message.BookCrumbles]

[Message.BookCrumbles]: string = "Upon opening the {0}, it strangely crumbles to dust and small pieces."

[Message.BookDiagrams]

[Message.BookDiagrams]: string = "The rest of the book contained strange diagrams."

[Message.BookEmpty]

[Message.BookEmpty]: string = "You open the {0} to reveal that it is completely empty."

[Message.BookNothing]

[Message.BookNothing]: string = "The {0} contained nothing of note."

[Message.BookOpen]

[Message.BookOpen]: string = "You open the {0}, "{1}"."

[Message.BookScribbles]

[Message.BookScribbles]: string = "The rest of the book contained incomprehensible scribbles and notes."

[Message.BothEffectiveIneffective]

[Message.BothEffectiveIneffective]: string = "both effective and ineffective"

[Message.BothHands]

[Message.BothHands]: string = "hands"

[Message.BrokeIntoPieces]

[Message.BrokeIntoPieces]: string = "{0} could no longer be repaired and broke into pieces."

[Message.BrokenOnImpact]

[Message.BrokenOnImpact]: string = "{0} has broken on impact!"

[Message.BrokenWhileFiring]

[Message.BrokenWhileFiring]: string = "{0} has broken while firing!"

[Message.Build]

[Message.Build]: string = "build"

[Message.Burned]

[Message.Burned]: string = "burned"

[Message.CannotAddAnyMoreFuel]

[Message.CannotAddAnyMoreFuel]: string = "You cannot add any more fuel to {0}."

[Message.CannotBePerformedOverWater]

[Message.CannotBePerformedOverWater]: string = "This action cannot be performed over water."

[Message.CannotBePreserved]

[Message.CannotBePreserved]: string = "{0} cannot be preserved."

[Message.CannotBeRefinedReinforcementNeeded]

[Message.CannotBeRefinedReinforcementNeeded]: string = "{0} cannot be refined with so little durability and must be reinforced first."

[Message.CannotBeRefined]

[Message.CannotBeRefined]: string = "{0} cannot be refined."

[Message.CannotBeReinforced]

[Message.CannotBeReinforced]: string = "{0} cannot be reinforced."

[Message.CannotBeRepaired]

[Message.CannotBeRepaired]: string = "{0} cannot be repaired."

[Message.CannotBeTamed]

[Message.CannotBeTamed]: string = "{0} cannot be tamed."

[Message.CannotBuildHere]

[Message.CannotBuildHere]: string = "You cannot build {0} here!"

[Message.CannotDoThatHere]

[Message.CannotDoThatHere]: string = "You cannot {0} here!"

[Message.CannotDropHere]

[Message.CannotDropHere]: string = "You cannot drop {0} here!"

[Message.CannotEquipThatThere]

[Message.CannotEquipThatThere]: string = "You cannot equip {0} there!"

[Message.CannotFishFor]

[Message.CannotFishFor]: string = "You cannot fish for {0}."

[Message.CannotHere]

[Message.CannotHere]: string = "You cannot {0} anything here."

[Message.CannotInWater]

[Message.CannotInWater]: string = "You cannot {0} items in water."

[Message.CannotLeave]

[Message.CannotLeave]: string = "You cannot leave your friends and foes behind."

[Message.CannotPickUpWhileLit]

[Message.CannotPickUpWhileLit]: string = "You cannot pick {0} up while it is lit."

[Message.CannotPickUpWithItemsInside]

[Message.CannotPickUpWithItemsInside]: string = "You cannot pick {0} up with items inside!"

[Message.CannotPlaceContainerInItself]

[Message.CannotPlaceContainerInItself]: string = "You cannot place a container inside itself."

[Message.CannotPlaceHere]

[Message.CannotPlaceHere]: string = "You cannot place {0} here!"

[Message.CannotPlaceThatFromHere]

[Message.CannotPlaceThatFromHere]: string = "You cannot place {0} from here."

[Message.CannotPlaceThatHere]

[Message.CannotPlaceThatHere]: string = "You cannot place {0} here."

[Message.CannotPlantHereTilled]

[Message.CannotPlantHereTilled]: string = "You cannot plant {0} here with the {1} untilled."

[Message.CannotRepairWhileLit]

[Message.CannotRepairWhileLit]: string = "You cannot repair {0} while it is lit!"

[Message.CannotRestHere]

[Message.CannotRestHere]: string = "You cannot rest here."

[Message.CannotSeeHere]

[Message.CannotSeeHere]: string = "You cannot see anything here."

[Message.CannotSleepHere]

[Message.CannotSleepHere]: string = "You cannot sleep here."

[Message.CannotStartFireHere]

[Message.CannotStartFireHere]: string = "You cannot start a fire here!"

[Message.CannotToTellTime]

[Message.CannotToTellTime]: string = "You cannot tell time from here!"

[Message.CannotUseCommand]

[Message.CannotUseCommand]: string = "You cannot use that command"

[Message.CannotWhenProtectedDangerousAction]

[Message.CannotWhenProtectedDangerousAction]: string = "You cannot dangerously {0} items that are protected."

[Message.CannotWhenProtected]

[Message.CannotWhenProtected]: string = "You cannot {0} items that are protected."

[Message.CarryingTooMuchWeight]

[Message.CarryingTooMuchWeight]: string = "You are carrying too much weight!"

[Message.CartographyDirectionUnsure]

[Message.CartographyDirectionUnsure]: string = "You are unsure of which direction this treasure is in."

[Message.CartographyDirection]

[Message.CartographyDirection]: string = "You believe the treasure is to the {0}."

[Message.CartographyDistanceHighSkillExactDistance]

[Message.CartographyDistanceHighSkillExactDistance]: string = "The treasure should be {0?around {num(as words):{0}} {reformat({0},false):step} away:here}."

[Message.CartographyDistanceHighSkillFarAway]

[Message.CartographyDistanceHighSkillFarAway]: string = "The treasure is very far away."

[Message.CartographyDistanceHighSkillInRegion]

[Message.CartographyDistanceHighSkillInRegion]: string = "The treasure is likely in this region."

[Message.CartographyDistanceHighSkillNearby]

[Message.CartographyDistanceHighSkillNearby]: string = "The treasure is near."

[Message.CartographyDistanceLowSkillNearby]

[Message.CartographyDistanceLowSkillNearby]: string = "You believe you could be getting closer to the treasure."

[Message.CartographyDistanceLowSkillUnsure]

[Message.CartographyDistanceLowSkillUnsure]: string = "You are unsure of where the treasure could be."

[Message.CartographyDistanceMedSkillFarAway]

[Message.CartographyDistanceMedSkillFarAway]: string = "You believe the treasure is far away."

[Message.CartographyDistanceMedSkillNearby]

[Message.CartographyDistanceMedSkillNearby]: string = "You believe the treasure might be near."

[Message.CartographyDistanceMedSkillVeryClose]

[Message.CartographyDistanceMedSkillVeryClose]: string = "You believe the treasure is very close."

[Message.CartographyUnderground]

[Message.CartographyUnderground]: string = "It appears to be underground."

[Message.CarveWithTool]

[Message.CarveWithTool]: string = "Carve With Tool"

[Message.CarvedUpCorpse]

[Message.CarvedUpCorpse]: string = "You carved and hacked up the corpse."

[Message.Carving]

[Message.Carving]: string = "carving"

[Message.CastYourLine]

[Message.CastYourLine]: string = "You cast your line out {0} spaces."

[Message.Category]

[Message.Category]: string = "Category"

[Message.CaughtFish]

[Message.CaughtFish]: string = "You caught {0}!"

[Message.ChatBanCommand]

[Message.ChatBanCommand]: string = "'{0}' has been banned."

[Message.ChatBannedCommand]

[Message.ChatBannedCommand]: string = "Banned players: {0}"

[Message.ChatCommandsCommandCommand]

[Message.ChatCommandsCommandCommand]: string = "{#--text-color-command:/{0}}{1? OR {#--text-color-command:/{1}}}"

[Message.ChatCommandsCommand]

[Message.ChatCommandsCommand]: string = "Chat commands: {0}"

[Message.ChatPingCommand]

[Message.ChatPingCommand]: string = "Your ping is {0}ms."

[Message.ChatPlayerMessage]

[Message.ChatPlayerMessage]: string = "{#--text-color-player:{0}}{#--text-secondary::} {1}"

[Message.ChatPlayersCommand]

[Message.ChatPlayersCommand]: string = "{0} players connected: {1}"

[Message.ChatServerMessage]

[Message.ChatServerMessage]: string = "{#--text-color-server:Server}: {1}"

[Message.ChatUnbanCommand]

[Message.ChatUnbanCommand]: string = "'{0}' has been unbanned."

[Message.ChatUnknownCommand]

[Message.ChatUnknownCommand]: string = ""{0}" is an unknown command."

[Message.Chest]

[Message.Chest]: string = "Chest"

[Message.ClearMessages]

[Message.ClearMessages]: string = "Clear Messages"

[Message.ClearedBlood]

[Message.ClearedBlood]: string = "You cleared the blood."

[Message.Clockwise]

[Message.Clockwise]: string = "clockwise"

[Message.CloseContainer]

[Message.CloseContainer]: string = "Close Container"

[Message.CloseDoor]

[Message.CloseDoor]: string = "Close Door"

[Message.CloseToBeingDestroyed]

[Message.CloseToBeingDestroyed]: string = "{0} is close to being destroyed."

[Message.CollectObjectWithHands]

[Message.CollectObjectWithHands]: string = "Collect Object With Hands"

[Message.Consumed]

[Message.Consumed]: string = "Consumed"

[Message.Container]

[Message.Container]: string = "Container"

[Message.CopySelectedText]

[Message.CopySelectedText]: string = "Copy Selected Text"

[Message.CorpseOfNamed]

[Message.CorpseOfNamed]: string = "the corpse of {0}"

[Message.CorpseOf]

[Message.CorpseOf]: string = "{0} corpse"

[Message.CouldNotDecipher]

[Message.CouldNotDecipher]: string = "You could not decipher the map."

[Message.Counterclockwise]

[Message.Counterclockwise]: string = "counterclockwise"

[Message.Craft]

[Message.Craft]: string = "craft"

[Message.Crafted]

[Message.Crafted]: string = "crafted"

[Message.Crafts]

[Message.Crafts]: string = "Crafts"

[Message.CreatureAngered]

[Message.CreatureAngered]: string = "angered"

[Message.CreatureAppears]

[Message.CreatureAppears]: string = "{0} appears!"

[Message.CreatureAppeased]

[Message.CreatureAppeased]: string = "appeased"

[Message.CreatureExcrement]

[Message.CreatureExcrement]: string = "excrement"

[Message.CreatureHappinessHigh]

[Message.CreatureHappinessHigh]: string = "{#--message-type-good:happy}"

[Message.CreatureHappinessLow]

[Message.CreatureHappinessLow]: string = "{#--message-type-bad:dismayed}"

[Message.CreatureHappinessLowest]

[Message.CreatureHappinessLowest]: string = "{#--message-type-bad:agitated}"

[Message.CreatureHappinessNormal]

[Message.CreatureHappinessNormal]: string = "{#--message-type-good:contented}"

[Message.CreatureIdolAttractedCreature]

[Message.CreatureIdolAttractedCreature]: string = "The creature idol attracted another creature."

[Message.CreatureUntamed]

[Message.CreatureUntamed]: string = "{0} has become untamed."

[Message.CuredYourPoison]

[Message.CuredYourPoison]: string = "You have cured your poison!"

[Message.Cut]

[Message.Cut]: string = "cut"

[Message.DamageAppeared]

[Message.DamageAppeared]: string = "{0} damage appeared to be {1}."

[Message.DamagedByPouring]

[Message.DamagedByPouring]: string = "You damaged {0} by pouring out the {1}."

[Message.DayQuarter1]

[Message.DayQuarter1]: string = "It is currently in the first quarter of the day."

[Message.DayQuarter2]

[Message.DayQuarter2]: string = "It is currently in the second quarter of the day."

[Message.DayQuarter3]

[Message.DayQuarter3]: string = "It is currently in the third quarter of the day."

[Message.DayQuarter4]

[Message.DayQuarter4]: string = "It is currently in the fourth quarter of the day."

[Message.DealtNoDamageToYou]

[Message.DealtNoDamageToYou]: string = "{0} has dealt no damage to you."

[Message.DeathByBleeding]

[Message.DeathByBleeding]: string = "by bleeding out"

[Message.DeathByBurning]

[Message.DeathByBurning]: string = "of burn injuries"

[Message.DeathByChallengeWinner]

[Message.DeathByChallengeWinner]: string = "by natural selection"

[Message.DeathByConsumption]

[Message.DeathByConsumption]: string = "by consuming {0}"

[Message.DeathByDrowning]

[Message.DeathByDrowning]: string = "of drowning"

[Message.DeathByExhaustion]

[Message.DeathByExhaustion]: string = "of exhaustion"

[Message.DeathByFistByPlayer]

[Message.DeathByFistByPlayer]: string = "by the fist of {0}"

[Message.DeathByPoison]

[Message.DeathByPoison]: string = "by poisoning"

[Message.DeathBySteppingOn]

[Message.DeathBySteppingOn]: string = "by stepping on a {0}"

[Message.DeathByTrap]

[Message.DeathByTrap]: string = "by stepping on a trap"

[Message.DeathByWeaponByPlayer]

[Message.DeathByWeaponByPlayer]: string = "by {0} wielded by {1}"

[Message.DeathBy]

[Message.DeathBy]: string = "by {0}"

[Message.Decay]

[Message.Decay]: string = "Decay"

[Message.DestroyedFromUse]

[Message.DestroyedFromUse]: string = "{0} has been destroyed from use."

[Message.DetachContainer]

[Message.DetachContainer]: string = "Detach Container"

[Message.DexterityIncreasing]

[Message.DexterityIncreasing]: string = "You felt your dexterity increasing!"

[Message.Dexterity]

[Message.Dexterity]: string = "Dexterity"

[Message.DidNotSeemToBeHurting]

[Message.DidNotSeemToBeHurting]: string = "{0} did not seem to be hurting {1}."

[Message.DigAway]

[Message.DigAway]: string = "dig away"

[Message.DigWithHands]

[Message.DigWithHands]: string = "Dig With Hands"

[Message.Dig]

[Message.Dig]: string = "dig"

[Message.Digging]

[Message.Digging]: string = "digging"

[Message.Disabled]

[Message.Disabled]: string = "disabled"

[Message.DisassembleAction]

[Message.DisassembleAction]: string = "Disassemble"

[Message.Disassemble]

[Message.Disassemble]: string = "disassemble"

[Message.Disassembling]

[Message.Disassembling]: string = "disassembling"

[Message.DiscoveredCaveEntrance]

[Message.DiscoveredCaveEntrance]: string = "You have discovered a cave entrance!"

[Message.DiscoveredInTheBottle]

[Message.DiscoveredInTheBottle]: string = "You have discovered {0} in the bottle!"

[Message.DiscoveredLavaPassage]

[Message.DiscoveredLavaPassage]: string = "You have discovered a passage of lava!"

[Message.DismantleAction]

[Message.DismantleAction]: string = "Dismantle"

[Message.DismantleLabel]

[Message.DismantleLabel]: string = "Dismantle: "

[Message.Dismantle]

[Message.Dismantle]: string = "dismantle"

[Message.DismantlingRequires]

[Message.DismantlingRequires]: string = "Dismantling {0} requires {1}."

[Message.Dismantling]

[Message.Dismantling]: string = "dismantling"

[Message.DoNotHaveTreasureMaps]

[Message.DoNotHaveTreasureMaps]: string = "You do not have any treasure maps!"

[Message.DoNotProduceAnyResources]

[Message.DoNotProduceAnyResources]: string = "You {0} at the {1}, but do not produce any resources yet."

[Message.DoodadAppearsDamaged]

[Message.DoodadAppearsDamaged]: string = "{0} appears to have suffered a {#--text-color:great deal of damage}."

[Message.DoodadAppearsOnVergeOfBreaking]

[Message.DoodadAppearsOnVergeOfBreaking]: string = "{0} is on the {#--text-color:verge of breaking}."

[Message.DoodadAppearsUnscathed]

[Message.DoodadAppearsUnscathed]: string = "{0} appears to be {#--text-color:unscathed}."

[Message.DoodadCauseStatus]

[Message.DoodadCauseStatus]: string = "{0} has {1} you. You have lost {2} health!"

[Message.DoodadGroupTier]

[Message.DoodadGroupTier]: string = "It is {0}."

[Message.DoodadPreservationHigh]

[Message.DoodadPreservationHigh]: string = "high"

[Message.DoodadPreservationLow]

[Message.DoodadPreservationLow]: string = "very low"

[Message.DoodadPreservationModerate]

[Message.DoodadPreservationModerate]: string = "moderate"

[Message.DoodadPreservationVeryHigh]

[Message.DoodadPreservationVeryHigh]: string = "very high"

[Message.DoodadPreservationVeryLow]

[Message.DoodadPreservationVeryLow]: string = "very low"

[Message.DoodadPreservation]

[Message.DoodadPreservation]: string = "{0} appears to have a {#--text-color:{1}} preservation effect."

[Message.DoodadShowsSignsOfWear]

[Message.DoodadShowsSignsOfWear]: string = "{0} shows {#--text-color:signs of wear}."

[Message.DrewSurroundings]

[Message.DrewSurroundings]: string = "You drew your surroundings."

[Message.Drink]

[Message.Drink]: string = "Drink"

[Message.DropAllOfSameQuality]

[Message.DropAllOfSameQuality]: string = "Drop All of the Same Quality"

[Message.DropAll]

[Message.DropAll]: string = "Drop All"

[Message.Drop]

[Message.Drop]: string = "Drop"

[Message.DroppedIntoDepths]

[Message.DroppedIntoDepths]: string = "You dropped {0} into the depths below."

[Message.DroppedIntoFire]

[Message.DroppedIntoFire]: string = "You dropped {0} into the fire."

[Message.DroppedIntoTheVoid]

[Message.DroppedIntoTheVoid]: string = "You dropped {0} into the void."

[Message.DueToDehydration]

[Message.DueToDehydration]: string = "due to dehydration"

[Message.DueToStarvation]

[Message.DueToStarvation]: string = "due to starvation"

[Message.DugTreasureOut]

[Message.DugTreasureOut]: string = "You dug the treasure out."

[Message.DumpContentsOfContainerInInventory]

[Message.DumpContentsOfContainerInInventory]: string = "You dump the contents of the container into your inventory!"

[Message.Durability]

[Message.Durability]: string = "Durability"

[Message.DyingOfDehydration]

[Message.DyingOfDehydration]: string = "You are dying of dehydration!{0? You have lost {0} health!}"

[Message.EarnedMilestone]

[Message.EarnedMilestone]: string = "You have earned the milestone '{Milestone:{0}}', {Milestone:{0}:1}"

[Message.EastNortheast]

[Message.EastNortheast]: string = "east-northeast"

[Message.EastSoutheast]

[Message.EastSoutheast]: string = "east-southeast"

[Message.East]

[Message.East]: string = "east"

[Message.Effective]

[Message.Effective]: string = "effective"

[Message.Enabled]

[Message.Enabled]: string = "enabled"

[Message.Enchant]

[Message.Enchant]: string = "enchant"

[Message.EquipTo]

[Message.EquipTo]: string = "Equip to "

[Message.EquipmentPreventedStatusEffects]

[Message.EquipmentPreventedStatusEffects]: string = "Your equipment has protected you against a harmful status effect from {0}."

[Message.ErrorHasOccured]

[Message.ErrorHasOccured]: string = "An error has occurred!"

[Message.Expert]

[Message.Expert]: string = "Expert"

[Message.ExtinguishedFire]

[Message.ExtinguishedFire]: string = "You extinguished the fire."

[Message.ExtinguishedLightSource]

[Message.ExtinguishedLightSource]: string = "You extinguished {0}."

[Message.FailedToAddFuelToTorch]

[Message.FailedToAddFuelToTorch]: string = "You failed to add the fuel to the torch properly."

[Message.FailedToCatchFish]

[Message.FailedToCatchFish]: string = "You failed to catch the fish!"

[Message.FailedToCauseDamage]

[Message.FailedToCauseDamage]: string = "You failed to cause any damage to {0} with {1}! {2}"

[Message.FailedToCauseYouDamage]

[Message.FailedToCauseYouDamage]: string = "{0} failed to cause you any damage with {1}! {2}"

[Message.FailedToDrawMap]

[Message.FailedToDrawMap]: string = "You failed to draw the map."

[Message.FailedToEnchant]

[Message.FailedToEnchant]: string = "You failed to enchant {0}."

[Message.FailedToIgniteTorch]

[Message.FailedToIgniteTorch]: string = "You failed to ignite {0}!"

[Message.FailedToPickLock]

[Message.FailedToPickLock]: string = "You failed to pick the lock."

[Message.FailedToPlant]

[Message.FailedToPlant]: string = "You failed to plant {0} in the ground."

[Message.FailedToPreserve]

[Message.FailedToPreserve]: string = "You failed to preserve the food."

[Message.FailedToRefine]

[Message.FailedToRefine]: string = "You failed to refine {0}."

[Message.FailedToReinforce]

[Message.FailedToReinforce]: string = "You failed to reinforce {0}."

[Message.FailedToRepair]

[Message.FailedToRepair]: string = "You failed to repair {0}."

[Message.FailedToStartFire]

[Message.FailedToStartFire]: string = "You failed to start a fire!"

[Message.FailedToTame]

[Message.FailedToTame]: string = "You have failed to tame {0}."

[Message.FailedToTransmogrify]

[Message.FailedToTransmogrify]: string = "You failed to transmogrify {0}."

[Message.Feet]

[Message.Feet]: string = "Feet"

[Message.FeltBurningPainLostHealth]

[Message.FeltBurningPainLostHealth]: string = "You felt burning pain! You have lost {0} health!"

[Message.FewMinutes]

[Message.FewMinutes]: string = "It appears you {0} for a few minutes."

[Message.FilledFrom]

[Message.FilledFrom]: string = "You filled {0} from {1}."

[Message.Filled]

[Message.Filled]: string = "You filled {0}."

[Message.FireAroundYouIsWarm]

[Message.FireAroundYouIsWarm]: string = "The fire around you is warm and comforting."

[Message.FireOverflowedFireElemental]

[Message.FireOverflowedFireElemental]: string = "A fire elemental has risen from the flames."

[Message.FireOverflowed]

[Message.FireOverflowed]: string = "The fire has overflowed and spread unexpectedly."

[Message.FireSource]

[Message.FireSource]: string = "A Fire Source"

[Message.Fire]

[Message.Fire]: string = "Fire"

[Message.FiredIntoObstacle]

[Message.FiredIntoObstacle]: string = "You fired {0} into an obstacle."

[Message.FishingWithNoBait]

[Message.FishingWithNoBait]: string = "You attempt to catch the fish without any bait, but it appears uninterested."

[Message.FreshWater]

[Message.FreshWater]: string = "fresh water"

[Message.FromTheStill]

[Message.FromTheStill]: string = "desalinated water from the still"

[Message.Fuel]

[Message.Fuel]: string = "Fuel"

[Message.FullyDecodedMap]

[Message.FullyDecodedMap]: string = "You fully decoded the map!"

[Message.GainedHealth]

[Message.GainedHealth]: string = "regained {0} health"

[Message.GainedHunger]

[Message.GainedHunger]: string = "gained {0} hunger"

[Message.GainedStamina]

[Message.GainedStamina]: string = "regained {0} stamina"

[Message.GainedThirst]

[Message.GainedThirst]: string = "gained {0} thirst"

[Message.GameHasBeenSavedIsTakingUpMB]

[Message.GameHasBeenSavedIsTakingUpMB]: string = "Your game has been saved! Your save is using {0}MB."

[Message.GatherDestroy]

[Message.GatherDestroy]: string = "You gather {0} and destroy it in the process."

[Message.GatherWithHands]

[Message.GatherWithHands]: string = "Gather With Hands"

[Message.Gather]

[Message.Gather]: string = "gather"

[Message.Gathering]

[Message.Gathering]: string = "gathering"

[Message.GhostNoActions]

[Message.GhostNoActions]: string = "You cannot do that as a ghost!"

[Message.GhostOf]

[Message.GhostOf]: string = "Ghost of {0}"

[Message.GoatHasNoMilk]

[Message.GoatHasNoMilk]: string = "The goat is not producing milk yet."

[Message.GrabAll]

[Message.GrabAll]: string = "Grab All"

[Message.Group]

[Message.Group]: string = "Group"

[Message.HackAway]

[Message.HackAway]: string = "hack away"

[Message.HandProtectionPreventedInjury]

[Message.HandProtectionPreventedInjury]: string = "Your hand protection has prevented injury to your hands."

[Message.HandsNotEffectiveForDigging]

[Message.HandsNotEffectiveForDigging]: string = "Your hands did not appear to be the most effective for digging."

[Message.Hands]

[Message.Hands]: string = "Hands"

[Message.HarvestWithHands]

[Message.HarvestWithHands]: string = "Harvest With Hands"

[Message.Harvest]

[Message.Harvest]: string = "harvest"

[Message.Harvesting]

[Message.Harvesting]: string = "harvesting"

[Message.HasBeenHurtByATrap]

[Message.HasBeenHurtByATrap]: string = "{0} has been hurt by a trap, causing {1} damage!"

[Message.HasDecayed]

[Message.HasDecayed]: string = "Your {0} has decayed."

[Message.HasHitYouForDamage]

[Message.HasHitYouForDamage]: string = "{0} has hit you for {1} damage!{2? {2}}{3? {3}}"

[Message.HasNoEffect]

[Message.HasNoEffect]: string = "The {0} has no effect on {1}."

[Message.HasSetTrapOffNoDamage]

[Message.HasSetTrapOffNoDamage]: string = "{0} has set the trap off, but it caused no damage!"

[Message.HasSplit]

[Message.HasSplit]: string = "{0} has split."

[Message.Head]

[Message.Head]: string = "Head"

[Message.Held]

[Message.Held]: string = "Held"

[Message.HelpGrow]

[Message.HelpGrow]: string = "You used the {0} to help {1} grow."

[Message.Help]

[Message.Help]: string = "Help"

[Message.Here]

[Message.Here]: string = "here"

[Message.HintsDisabled]

[Message.HintsDisabled]: string = "Hints disabled."

[Message.HintsEnabled]

[Message.HintsEnabled]: string = "Hints enabled."

[Message.Hints]

[Message.Hints]: string = "Hints"

[Message.HitForDamage]

[Message.HitForDamage]: string = "You hit {0} for {1} damage with {2}! {3}"

[Message.HitYouForDamage]

[Message.HitYouForDamage]: string = "{0} hit you for {1} damage with {2}! {3}"

[Message.HitchAttempt]

[Message.HitchAttempt]: string = "You attempt to hitch {0}, but it fights you and escapes your grasp."

[Message.HitchCreature]

[Message.HitchCreature]: string = "You have hitched {0}!"

[Message.HitchDisabled]

[Message.HitchDisabled]: string = "You cannot fathom a way to hitch {0}."

[Message.HitchInUse]

[Message.HitchInUse]: string = "This hitching post is already in use."

[Message.Hitch]

[Message.Hitch]: string = "Hitch"

[Message.Hour]

[Message.Hour]: string = "hour"

[Message.Hours]

[Message.Hours]: string = "hours"

[Message.HurtHandsHittingWithoutWeapons]

[Message.HurtHandsHittingWithoutWeapons]: string = "You hurt your hands hitting {0} without any weapons!"

[Message.HurtHandsWithNoTool]

[Message.HurtHandsWithNoTool]: string = "You hurt your {0} by {1} with no tool."

[Message.Ignite]

[Message.Ignite]: string = "Ignite"

[Message.IgnitedTorch]

[Message.IgnitedTorch]: string = "You have ignited {0}!"

[Message.InNeedOfRepair]

[Message.InNeedOfRepair]: string = "{0} is in need of repair."

[Message.Ineffective]

[Message.Ineffective]: string = "ineffective"

[Message.InjuredFromTrap]

[Message.InjuredFromTrap]: string = "You have been injured from a trap, causing {0} damage!"

[Message.InteractingWithHasInjuredYouForDamage]

[Message.InteractingWithHasInjuredYouForDamage]: string = "{0} the {1} has injured you for {2} damage!"

[Message.Intermediate]

[Message.Intermediate]: string = "Intermediate"

[Message.Inventory]

[Message.Inventory]: string = "Inventory"

[Message.IsInTheWayOfPickingUp]

[Message.IsInTheWayOfPickingUp]: string = "{0} is in the way of picking up {1}."

[Message.ItAlsoReveals]

[Message.ItAlsoReveals]: string = "it also reveals"

[Message.ItAlsoSeems]

[Message.ItAlsoSeems]: string = "it also seems"

[Message.ItContains]

[Message.ItContains]: string = "It contains {0}."

[Message.It]

[Message.It]: string = "it"

[Message.ItemFromWater]

[Message.ItemFromWater]: string = "You pulled {0} up out of the water!"

[Message.ItsWeightCapacity]

[Message.ItsWeightCapacity]: string = "Its weight capacity is {0} / {1}{2? +{2}}."

[Message.JoinedAServer]

[Message.JoinedAServer]: string = "You have joined a server with {0} other players connected."

[Message.Jump]

[Message.Jump]: string = "Jump"

[Message.Killed]

[Message.Killed]: string = "Killed {0}!"

[Message.KnowledgeHasIncreased]

[Message.KnowledgeHasIncreased]: string = "Your knowledge in {0} has increased."

[Message.LabelAdditionalRequirements]

[Message.LabelAdditionalRequirements]: string = "Additional Requirements: "

[Message.LabelAttackFromTactics]

[Message.LabelAttackFromTactics]: string = "Attack From Tactics:"

[Message.LabelBase]

[Message.LabelBase]: string = "Base: "

[Message.LabelCanIncrease]

[Message.LabelCanIncrease]: string = "Can Increase: "

[Message.LabelCraftingReputation]

[Message.LabelCraftingReputation]: string = "Crafting Reputation: "

[Message.LabelCraftingRequires]

[Message.LabelCraftingRequires]: string = "Crafting Requires: "

[Message.LabelCraftingSkillReputation]

[Message.LabelCraftingSkillReputation]: string = "{0} From {1}"

[Message.LabelDecay]

[Message.LabelDecay]: string = "Decay: "

[Message.LabelDefense]

[Message.LabelDefense]: string = "Defense:"

[Message.LabelDismantlingRequires]

[Message.LabelDismantlingRequires]: string = "Dismantling Requires: "

[Message.LabelDurability]

[Message.LabelDurability]: string = "Durability: "

[Message.LabelEquip]

[Message.LabelEquip]: string = "Equip:"

[Message.LabelGrouping]

[Message.LabelGrouping]: string = "Grouping: "

[Message.LabelHave]

[Message.LabelHave]: string = "Have: "

[Message.LabelLeftHandAttack]

[Message.LabelLeftHandAttack]: string = "Left Hand Attack:"

[Message.LabelLevel]

[Message.LabelLevel]: string = "Level: "

[Message.LabelLightSourceWhenLit]

[Message.LabelLightSourceWhenLit]: string = "Light Source When Lit: "

[Message.LabelOnCure]

[Message.LabelOnCure]: string = "On Cure: "

[Message.LabelOnDrink]

[Message.LabelOnDrink]: string = "On Drink: "

[Message.LabelOnEat]

[Message.LabelOnEat]: string = "On Eat: "

[Message.LabelOnEquip]

[Message.LabelOnEquip]: string = "On Equip: "

[Message.LabelOnHeal]

[Message.LabelOnHeal]: string = "On Heal: "

[Message.LabelOnOtherHeal]

[Message.LabelOnOtherHeal]: string = "On Heal Other: "

[Message.LabelPreservationRate]

[Message.LabelPreservationRate]: string = "Preservation Rate: "

[Message.LabelProtected]

[Message.LabelProtected]: string = "Protected"

[Message.LabelRange]

[Message.LabelRange]: string = "Range: "

[Message.LabelRangedAttack]

[Message.LabelRangedAttack]: string = "Ranged Attack: "

[Message.LabelRangedDamage]

[Message.LabelRangedDamage]: string = "Ranged Damage:"

[Message.LabelRanged]

[Message.LabelRanged]: string = "Ranged: "

[Message.LabelReputationImpact]

[Message.LabelReputationImpact]: string = "Reputation Impact: "

[Message.LabelResists]

[Message.LabelResists]: string = "Resists: "

[Message.LabelRightHandAttack]

[Message.LabelRightHandAttack]: string = "Right Hand Attack:"

[Message.LabelSkill]

[Message.LabelSkill]: string = "Skill: "

[Message.LabelStokeFireStrength]

[Message.LabelStokeFireStrength]: string = "Stoke Fire Strength: "

[Message.LabelThrowDamageType]

[Message.LabelThrowDamageType]: string = "Throw Damage Type: "

[Message.LabelTrapDamage]

[Message.LabelTrapDamage]: string = "Trap Damage:"

[Message.LabelUse]

[Message.LabelUse]: string = "Use: "

[Message.LabelUses]

[Message.LabelUses]: string = "Uses: "

[Message.LabelVulnerabilities]

[Message.LabelVulnerabilities]: string = "Vulnerabilities: "

[Message.LabelWeightCapacity]

[Message.LabelWeightCapacity]: string = "Weight Capacity: "

[Message.LabelWeightReduction]

[Message.LabelWeightReduction]: string = "Weight Reduction: "

[Message.LabelWeight]

[Message.LabelWeight]: string = "Weight: "

[Message.LabelWorth]

[Message.LabelWorth]: string = "Worth: "

[Message.LastPlaceYouLeftOff]

[Message.LastPlaceYouLeftOff]: string = "You awake to discover yourself in the last place you left off..."

[Message.LearnedHowToCreate]

[Message.LearnedHowToCreate]: string = "You have learned how to create {0}!"

[Message.LeftHandEquip]

[Message.LeftHandEquip]: string = "Left Hand (Held)"

[Message.LeftHand]

[Message.LeftHand]: string = "left hand"

[Message.LegendaryItemDamage]

[Message.LegendaryItemDamage]: string = " (-{0}% Chance to Take Damage)"

[Message.Legs]

[Message.Legs]: string = "Legs"

[Message.LikelyFailures]

[Message.LikelyFailures]: string = " It is likely you will not be able to craft {0} without many failures."

[Message.Limited]

[Message.Limited]: string = "limited"

[Message.LostHealth]

[Message.LostHealth]: string = "lost {0} health"

[Message.LostHunger]

[Message.LostHunger]: string = "sated {0} hunger"

[Message.LostStamina]

[Message.LostStamina]: string = "lost {0} stamina"

[Message.LostThirst]

[Message.LostThirst]: string = "quenched {0} thirst"

[Message.MapNotOfThisArea]

[Message.MapNotOfThisArea]: string = "This map is not of this area."

[Message.MaterialsDestroyed]

[Message.MaterialsDestroyed]: string = "Some materials have been destroyed from {0}."

[Message.MerchantAlreadyTradedItem]

[Message.MerchantAlreadyTradedItem]: string = "What do you take me for? I already traded you that!"

[Message.MessageOfTheDay]

[Message.MessageOfTheDay]: string = "MOTD: {0}"

[Message.MetabolismSlowed]

[Message.MetabolismSlowed]: string = "Your metabolism has slowed. You will require less food and water."

[Message.Metabolism]

[Message.Metabolism]: string = "Metabolism (Hunger/Thirst)"

[Message.Milk]

[Message.Milk]: string = "milk"

[Message.Milking]

[Message.Milking]: string = "milking"

[Message.MissedWith]

[Message.MissedWith]: string = "You missed {0} with {1}!"

[Message.MissedYouWith]

[Message.MissedYouWith]: string = "{0} missed you with {1}!"

[Message.MoreInformation]

[Message.MoreInformation]: string = "Press {0} to display more information."

[Message.MoveAllOfSameQualityToFacingContainer]

[Message.MoveAllOfSameQualityToFacingContainer]: string = "Move All of Same Quality to Facing Container"

[Message.MoveAllOfSameQualityToInventory]

[Message.MoveAllOfSameQualityToInventory]: string = "Move All of Same Quality to Inventory"

[Message.MoveAllOfSameQualityToLastOpenedContainer]

[Message.MoveAllOfSameQualityToLastOpenedContainer]: string = "Move All of Same Quality to Last Opened Container"

[Message.MoveAllOfSameQualityToOpenedContainer]

[Message.MoveAllOfSameQualityToOpenedContainer]: string = "Move All of Same Quality to Opened Container"

[Message.MoveAllToFacingContainer]

[Message.MoveAllToFacingContainer]: string = "Move All to Facing Container"

[Message.MoveAllToInventory]

[Message.MoveAllToInventory]: string = "Move All to Inventory"

[Message.MoveAllToLastOpenedContainer]

[Message.MoveAllToLastOpenedContainer]: string = "Move All to Last Opened Container"

[Message.MoveAllToOpenedContainer]

[Message.MoveAllToOpenedContainer]: string = "Move All to Opened Container"

[Message.MoveOverTrapButDoNotSetOff]

[Message.MoveOverTrapButDoNotSetOff]: string = "You move over the trap, but do not set it off."

[Message.MoveToFacingContainer]

[Message.MoveToFacingContainer]: string = "Move to Facing Container"

[Message.MoveToInventory]

[Message.MoveToInventory]: string = "Move to Inventory"

[Message.MoveToLastOpenedContainer]

[Message.MoveToLastOpenedContainer]: string = "Move to Last Opened Container"

[Message.MoveToOpenedContainer]

[Message.MoveToOpenedContainer]: string = "Move to Opened Container"

[Message.MovedItem]

[Message.MovedItem]: string = "You moved {0} into {1}."

[Message.MultiplayerAlreadyVoting]

[Message.MultiplayerAlreadyVoting]: string = "A vote is already in progress. Please wait until that vote is completed."

[Message.MultiplayerCannotStartAnotherVote]

[Message.MultiplayerCannotStartAnotherVote]: string = "You cannot start another vote yet. Please try again in {0} seconds."

[Message.MultiplayerGamePaused]

[Message.MultiplayerGamePaused]: string = "The game has been paused."

[Message.MultiplayerGameResumed]

[Message.MultiplayerGameResumed]: string = "The game has been resumed."

[Message.MultiplayerPlayerConnected]

[Message.MultiplayerPlayerConnected]: string = "{0} is connecting."

[Message.MultiplayerPlayerDied]

[Message.MultiplayerPlayerDied]: string = "{0} died {1}!"

[Message.MultiplayerPlayerDisconnected]

[Message.MultiplayerPlayerDisconnected]: string = "{0} has disconnected."

[Message.MultiplayerPlayerJoined]

[Message.MultiplayerPlayerJoined]: string = "{0} has joined."

[Message.MultiplayerTravelVoteFailed]

[Message.MultiplayerTravelVoteFailed]: string = "{0}'s vote to travel to another island failed."

[Message.MultiplayerTravelVotePlayersTooFar]

[Message.MultiplayerTravelVotePlayersTooFar]: string = "All players must be close to you in order to travel to another island."

[Message.MustBeEquippedToIgnite]

[Message.MustBeEquippedToIgnite]: string = "{0} must be equipped to ignite it."

[Message.Mysteriously]

[Message.Mysteriously]: string = "mysteriously"

[Message.NPCStartingDialog1]

[Message.NPCStartingDialog1]: string = "Well, hello there! It is nice to see another face around these parts. Let us see if we can exchange goods and help each other out."

[Message.NPCStartingDialog2]

[Message.NPCStartingDialog2]: string = "Good day! Our odds of survival might be better if we can trade some items with each other."

[Message.NPCStartingDialog3]

[Message.NPCStartingDialog3]: string = "Wow! You startled me! I never expected to find another lost soul out here. Do you wish to trade items?"

[Message.NPCStartingDialog4]

[Message.NPCStartingDialog4]: string = "Hello there! I noticed you from afar. I have been trying to keep my distance as I was unware of your intentions. Would you like to trade items, or were my suspicions correct?"

[Message.NPCWelcomeCredit]

[Message.NPCWelcomeCredit]: string = "Welcome back! Ready to use some of that credit?"

[Message.NPCWelcome]

[Message.NPCWelcome]: string = "Welcome back!"

[Message.Name]

[Message.Name]: string = "Name"

[Message.NearlyBurnedEquipmentProtectedYou]

[Message.NearlyBurnedEquipmentProtectedYou]: string = "You were nearly burned, but your equipment protected you."

[Message.Neck]

[Message.Neck]: string = "Neck"

[Message.NeedAShovelToDigTreasure]

[Message.NeedAShovelToDigTreasure]: string = "You need a shovel to be able to dig up this treasure."

[Message.NeedFishingNetForTreasure]

[Message.NeedFishingNetForTreasure]: string = "You need a fishing net to be able to get this treasure."

[Message.NeedFreeHandToShoot]

[Message.NeedFreeHandToShoot]: string = "You need a free hand to shoot {0}!"

[Message.NeedToEquipToShoot]

[Message.NeedToEquipToShoot]: string = "You need to equip {0} to shoot from it!"

[Message.NeedToStartTravelsOutside]

[Message.NeedToStartTravelsOutside]: string = "You need to start your travels outside."

[Message.NeedWaterForBoat]

[Message.NeedWaterForBoat]: string = "You need to be facing or in water to use {0}."

[Message.Negatively]

[Message.Negatively]: string = "negatively"

[Message.NightQuarter1]

[Message.NightQuarter1]: string = "It is currently in the first quarter of the night."

[Message.NightQuarter2]

[Message.NightQuarter2]: string = "It is currently in the second quarter of the night."

[Message.NightQuarter3]

[Message.NightQuarter3]: string = "It is currently in the third quarter of the night."

[Message.NightQuarter4]

[Message.NightQuarter4]: string = "It is currently in the fourth quarter of the night."

[Message.NoAmmunitionForThatWeapon]

[Message.NoAmmunitionForThatWeapon]: string = "You do not have any ammunition for {0} in your inventory!"

[Message.NoBlackPowderToFireWeapon]

[Message.NoBlackPowderToFireWeapon]: string = "You do not have any black powder to fire {0}."

[Message.NoFireToStokeWith]

[Message.NoFireToStokeWith]: string = "There is no fire to stoke with {0} here!"

[Message.NoFishAtLocation]

[Message.NoFishAtLocation]: string = "There are no fish or resources at this location!"

[Message.NoGroundWater]

[Message.NoGroundWater]: string = "The well is constructed in a location that does not contain any groundwater."

[Message.NoInkToDrawMap]

[Message.NoInkToDrawMap]: string = "You do not have any ink to draw a map with!"

[Message.NoKindlingOrFuelItemsToStartFire]

[Message.NoKindlingOrFuelItemsToStartFire]: string = "You do not have any kindling or fuel to start the fire with."

[Message.NoKindlingToStartFire]

[Message.NoKindlingToStartFire]: string = "You do not have any kindling to start the fire."

[Message.NoLongerFeelPainOfBeingBurned]

[Message.NoLongerFeelPainOfBeingBurned]: string = "You no longer feel the pain of being burned!"

[Message.NoLongerHostile]

[Message.NoLongerHostile]: string = "{0} is no longer hostile towards you."

[Message.NoMoreRoomInContainer]

[Message.NoMoreRoomInContainer]: string = "There is no more room in this container for {0}."

[Message.NoReturnWithoutCompletingChallenges]

[Message.NoReturnWithoutCompletingChallenges]: string = "An unknown force prevents you from leaving without completing your challenges."

[Message.NoRoomForImprovement]

[Message.NoRoomForImprovement]: string = "{0} has no room for improvement!"

[Message.NoRoomToDrop]

[Message.NoRoomToDrop]: string = "There is no room to drop {0} here!"

[Message.NoTinderToStartFire]

[Message.NoTinderToStartFire]: string = "You do not have any tinder to start the fire."

[Message.NoWaterInStill]

[Message.NoWaterInStill]: string = "There is no water in this still."

[Message.No]

[Message.No]: string = "no"

[Message.None]

[Message.None]: string = ""

[Message.NorthNortheast]

[Message.NorthNortheast]: string = "north-northeast"

[Message.NorthNorthwest]

[Message.NorthNorthwest]: string = "north-northwest"

[Message.North]

[Message.North]: string = "north"

[Message.Northeast]

[Message.Northeast]: string = "northeast"

[Message.Northwest]

[Message.Northwest]: string = "northwest"

[Message.NotAvailable]

[Message.NotAvailable]: string = "N/A"

[Message.NotEnoughPurifiedWaterYet]

[Message.NotEnoughPurifiedWaterYet]: string = "There is not enough purified water available in the still yet."

[Message.NotEnoughTreasureToReturn]

[Message.NotEnoughTreasureToReturn]: string = "An unknown force prevents you from leaving without all the pieces of treasure."

[Message.NotFacingCreatureToOfferThisTo]

[Message.NotFacingCreatureToOfferThisTo]: string = "You are not facing a creature to offer this to."

[Message.NotFacingLockedObject]

[Message.NotFacingLockedObject]: string = "You are not facing a locked object."

[Message.NotFacingOtherToHeal]

[Message.NotFacingOtherToHeal]: string = "You are not facing anything that can be healed."

[Message.NotFacingValidItem]

[Message.NotFacingValidItem]: string = "You are not facing a valid item to {0}."

[Message.NotInRangeOfTreasure]

[Message.NotInRangeOfTreasure]: string = "You are not in the range of any buried treasure!"

[Message.NotSuitableToPlant]

[Message.NotSuitableToPlant]: string = "{0} are not suitable to plant in {1}."

[Message.NothingHereToCarve]

[Message.NothingHereToCarve]: string = "There is nothing here to carve!"

[Message.NothingHereToFill]

[Message.NothingHereToFill]: string = "There is nothing here to fill {0}."

[Message.NothingHereToGrasp]

[Message.NothingHereToGrasp]: string = "There is nothing here to grasp!"

[Message.NothingToGetFromThis]

[Message.NothingToGetFromThis]: string = "There is nothing to {0} from {1}!"

[Message.NothingToHarvestFromThisGather]

[Message.NothingToHarvestFromThisGather]: string = "There is nothing to harvest from {0}; however, you can gather from it."

[Message.NothingToSmother]

[Message.NothingToSmother]: string = "There is nothing to smother here!"

[Message.NothingUsefulToHarvestYet]

[Message.NothingUsefulToHarvestYet]: string = "There is nothing useful to harvest from {0} yet!"

[Message.NumberEight]

[Message.NumberEight]: string = "eight"

[Message.NumberFive]

[Message.NumberFive]: string = "five"

[Message.NumberFour]

[Message.NumberFour]: string = "four"

[Message.NumberNine]

[Message.NumberNine]: string = "nine"

[Message.NumberOne]

[Message.NumberOne]: string = "one"

[Message.NumberSeven]

[Message.NumberSeven]: string = "seven"

[Message.NumberSix]

[Message.NumberSix]: string = "six"

[Message.NumberTen]

[Message.NumberTen]: string = "ten"

[Message.NumberThree]

[Message.NumberThree]: string = "three"

[Message.NumberTwo]

[Message.NumberTwo]: string = "two"

[Message.ObjectIsLockedAttemptToBreakIt]

[Message.ObjectIsLockedAttemptToBreakIt]: string = "The object is locked, you attempt to break it open."

[Message.ObjectIsLocked]

[Message.ObjectIsLocked]: string = "The object is locked."

[Message.OfferAberrantFailButTamed]

[Message.OfferAberrantFailButTamed]: string = "{0} took your offering, but failed to gain any favor with its owner."

[Message.OfferAberrantFail]

[Message.OfferAberrantFail]: string = "{0} took your offering, but failed to accept you as its owner."

[Message.Offer]

[Message.Offer]: string = "Offer"

[Message.OpenDoor]

[Message.OpenDoor]: string = "Open Door"

[Message.OverEatingLostStamina]

[Message.OverEatingLostStamina]: string = "You are over-eating! You have lost {0} stamina."

[Message.OverHydratingLostStamina]

[Message.OverHydratingLostStamina]: string = "You are over-hydrating! You have lost {0} stamina."

[Message.Pack]

[Message.Pack]: string = "pack"

[Message.PaperTurnedToMush]

[Message.PaperTurnedToMush]: string = "The wet piece of paper turned to mush as it was released from the bottle."

[Message.ParryTheBlow]

[Message.ParryTheBlow]: string = "You parry the blow, mitigating {0} damage."

[Message.PartiallyDecodedMap]

[Message.PartiallyDecodedMap]: string = "You partially decoded the map."

[Message.PenultimateAnd]

[Message.PenultimateAnd]: string = "and"

[Message.PetCreature]

[Message.PetCreature]: string = "You pet {0}. It appears to enjoy your caress."

[Message.Pet]

[Message.Pet]: string = "Pet"

[Message.PickAway]

[Message.PickAway]: string = "pick away"

[Message.PickupAllItems]

[Message.PickupAllItems]: string = "Pick-up All Items"

[Message.PickupItem]

[Message.PickupItem]: string = "Pick-up Item"

[Message.Piercing]

[Message.Piercing]: string = "Piercing"

[Message.Place]

[Message.Place]: string = "place"

[Message.PlacedOnGround]

[Message.PlacedOnGround]: string = "You placed {0} on the ground!"

[Message.PlantCouldBeHarvested]

[Message.PlantCouldBeHarvested]: string = "{0} is {#--text-color:ready to be harvested} for its seeds, but its main resource must be gathered, destroying the plant."

[Message.PlantGatheringWillDestroy]

[Message.PlantGatheringWillDestroy]: string = "Gathering resources from {0} will destroy it."

[Message.PlantHasResourcesToGather]

[Message.PlantHasResourcesToGather]: string = "{0} has some resources left to gather."

[Message.PlantHasResourcesToHarvest]

[Message.PlantHasResourcesToHarvest]: string = "{0} has some resources left to harvest."

[Message.PlantHighlyFertile]

[Message.PlantHighlyFertile]: string = "{0} is highly fertile and may spread in its vicinity."

[Message.PlantIsBare]

[Message.PlantIsBare]: string = "{0} is {#--text-color:{1}}."

[Message.PlantIsFertile]

[Message.PlantIsFertile]: string = "{0} is fertile and may spread in its vicinity."

[Message.PlantIsInStage]

[Message.PlantIsInStage]: string = "{0} is in its {#--text-color:{1}} stage of growth."

[Message.PlantIsNotFertile]

[Message.PlantIsNotFertile]: string = "{0} is not fertile and will not spread."

[Message.PlantNotReadyToHarvest]

[Message.PlantNotReadyToHarvest]: string = "{0} does {#--text-color:not yet have resources} to harvest."

[Message.PlantReadyToGatherNotMaximal]

[Message.PlantReadyToGatherNotMaximal]: string = "{0} could be gathered from but will {#--text-color:not yet provide the maximal yield}."

[Message.PlantReadyToGather]

[Message.PlantReadyToGather]: string = "{0} is {#--text-color:ready to gather}."

[Message.PlantReadyToHarvestNotMaximal]

[Message.PlantReadyToHarvestNotMaximal]: string = "{0} could be harvested but will {#--text-color:not yet provide the maximal yield}."

[Message.PlantReadyToHarvest]

[Message.PlantReadyToHarvest]: string = "{0} is {#--text-color:ready to harvest}."

[Message.Plant]

[Message.Plant]: string = "plant"

[Message.PlantedInGround]

[Message.PlantedInGround]: string = "You planted {0} in the ground."

[Message.Planting]

[Message.Planting]: string = "planting"

[Message.PlayerHasCompletedChallengeRequirement]

[Message.PlayerHasCompletedChallengeRequirement]: string = "{0?{0} has:You have} completed the requirement "{1}". Only {num(as words):{2}} {reformat({2}, false):requirement} left!"

[Message.PlayerHasWonChallenge]

[Message.PlayerHasWonChallenge]: string = "The challenge has been won by {0}. Better luck next time!"

[Message.Player]

[Message.Player]: string = "player"

[Message.PoisonWorkedItsCourse]

[Message.PoisonWorkedItsCourse]: string = "The poison has worked its course!"

[Message.PoisonedLostHealth]

[Message.PoisonedLostHealth]: string = "You are poisoned! You have lost {0} health!"

[Message.Poisoned]

[Message.Poisoned]: string = "poisoned"

[Message.Positively]

[Message.Positively]: string = "positively"

[Message.PourHarmedPlant]

[Message.PourHarmedPlant]: string = "Pouring out {0} on {1} has harmed it."

[Message.PourHealedPlantFully]

[Message.PourHealedPlantFully]: string = "fully"

[Message.PourHealedPlantPartially]

[Message.PourHealedPlantPartially]: string = "partially"

[Message.PourHealedPlant]

[Message.PourHealedPlant]: string = "{0} has been healed {1} by pouring {2} on it."

[Message.PourIncreasedFertility]

[Message.PourIncreasedFertility]: string = "The fertility of {0} has increased from the poured {1}."

[Message.PouredOutOnYourself]

[Message.PouredOutOnYourself]: string = "You poured out the {0} on yourself."

[Message.PouredOut]

[Message.PouredOut]: string = "You poured out the {0}."

[Message.PouredWaterIntoStill]

[Message.PouredWaterIntoStill]: string = "You poured the water into the still."

[Message.Prepare]

[Message.Prepare]: string = "prepare"

[Message.Prepared]

[Message.Prepared]: string = "prepared"

[Message.Preserve]

[Message.Preserve]: string = "preserve"

[Message.PreservedFood]

[Message.PreservedFood]: string = "You preserved the food."

[Message.PurifiedWaterInStill]

[Message.PurifiedWaterInStill]: string = "There is purified water in the still."

[Message.Quality]

[Message.Quality]: string = "Quality"

[Message.Recent]

[Message.Recent]: string = "Recent (Default)"

[Message.ReduceLength]

[Message.ReduceLength]: string = "{0} on {1} has reduced the length of your {2}."

[Message.Refine]

[Message.Refine]: string = "refine"

[Message.RefusedToBeTamed]

[Message.RefusedToBeTamed]: string = "{0} refuses to be tamed so quickly after being released."

[Message.Reinforce]

[Message.Reinforce]: string = "reinforce"

[Message.Release]

[Message.Release]: string = "Release"

[Message.RemoveFromQuickslot]

[Message.RemoveFromQuickslot]: string = "Remove from Quickslot"

[Message.Repair]

[Message.Repair]: string = "repair"

[Message.ReputationDecreased]

[Message.ReputationDecreased]: string = "decreased by {0}"

[Message.ReputationIncreased]

[Message.ReputationIncreased]: string = "increased by {0}"

[Message.ReputationUpdate]

[Message.ReputationUpdate]: string = "Your reputation has {0}."

[Message.RequiredForDisassembleLabel]

[Message.RequiredForDisassembleLabel]: string = "Required for Disassembly: "

[Message.RequiredForDisassembly]

[Message.RequiredForDisassembly]: string = "{0} is required for disassembly of {1}!"

[Message.RequiresFireToBeLit]

[Message.RequiresFireToBeLit]: string = "This still requires a fire to be lit underneath it to begin purifying water."

[Message.RequiresYouFacingFireSource]

[Message.RequiresYouFacingFireSource]: string = "{0} requires you to be facing a fire source in order to light it."

[Message.RequiresYouToBeAround]

[Message.RequiresYouToBeAround]: string = "{0} requires you to be around {1} in order to {2} it."

[Message.ResistOrVulnAll]

[Message.ResistOrVulnAll]: string = "all {1}"

[Message.ResistOrVuln]

[Message.ResistOrVuln]: string = "{0} {1}"

[Message.Resistant]

[Message.Resistant]: string = "resistant"

[Message.RestInterruptedDamage]

[Message.RestInterruptedDamage]: string = "by something hurting you."

[Message.RestInterruptedLoudNoise]

[Message.RestInterruptedLoudNoise]: string = "by a loud, crashing noise."

[Message.RestInterruptedPain]

[Message.RestInterruptedPain]: string = "by your persisting pain."

[Message.RestInterruptedStirring]

[Message.RestInterruptedStirring]: string = "by something stirring around you."

[Message.RestInterrupted]

[Message.RestInterrupted]: string = "Your {0} has been interrupted {1}"

[Message.RestLongTime]

[Message.RestLongTime]: string = "long time"

[Message.RestModerateTime]

[Message.RestModerateTime]: string = "moderate amount of time"

[Message.RestOnGround]

[Message.RestOnGround]: string = "Rest on Ground"

[Message.RestShortTime]

[Message.RestShortTime]: string = "short time"

[Message.RestTime]

[Message.RestTime]: string = "It appears you have {0} for a {1}."

[Message.Rest]

[Message.Rest]: string = "rest"

[Message.Rested]

[Message.Rested]: string = "rested"

[Message.RestingOnGroundNotEffective]

[Message.RestingOnGroundNotEffective]: string = "Resting on the ground did not appear to be the most effective."

[Message.Resting]

[Message.Resting]: string = "Resting"

[Message.ReturnedToCivilization]

[Message.ReturnedToCivilization]: string = "Returned to civilization!"

[Message.ReturningToCivilizationSetOffAgain]

[Message.ReturningToCivilizationSetOffAgain]: string = "After returning the treasure back to civilization, you set off again..."

[Message.ReturnsToLife]

[Message.ReturnsToLife]: string = "{0} returns to life!"

[Message.RevealsEntityAppearsHurt]

[Message.RevealsEntityAppearsHurt]: string = "{0} that {1} appears {#--text-color:hurt}."

[Message.RevealsEntityAppearsUnharmed]

[Message.RevealsEntityAppearsUnharmed]: string = "{0} that {1} appears {#--text-color:unharmed}."

[Message.RevealsEntityAppearsVeryHurt]

[Message.RevealsEntityAppearsVeryHurt]: string = "{0} that {1} appears {#--text-color:quite injured}."

[Message.RevealsEntityIsAtPercentHealth]

[Message.RevealsEntityIsAtPercentHealth]: string = "{0} that {1} is at {#--text-color:{2}% health}."

[Message.RevealsEntityIsInjured]

[Message.RevealsEntityIsInjured]: string = "{0} that {1} is {#--text-color:injured}."

[Message.RevealsEntityIsMostlyUninjured]

[Message.RevealsEntityIsMostlyUninjured]: string = "{0} that {1} is {#--text-color:mostly uninjured}."

[Message.RevealsEntityIsOnTheVergeOfDeath]

[Message.RevealsEntityIsOnTheVergeOfDeath]: string = "{0} that {1} is on the {#--text-color:verge of death}."

[Message.RevealsEntityIsSeverelyInjured]

[Message.RevealsEntityIsSeverelyInjured]: string = "{0} that {1} is {#--text-color:severely injured}."

[Message.RevealsEntityIsUninjured]

[Message.RevealsEntityIsUninjured]: string = "{0} that {1} is {#--text-color:uninjured}."

[Message.RevealsEntitySeemsInjured]

[Message.RevealsEntitySeemsInjured]: string = "{0} that {1} is {#--text-color:injured}"

[Message.RevealsEntitySeemsUninjured]

[Message.RevealsEntitySeemsUninjured]: string = "{0} that {1} is {#--text-color:uninjured}."

[Message.RevealsNumberOfResistancesAndVulnerabilities]

[Message.RevealsNumberOfResistancesAndVulnerabilities]: string = "{0} that {1} is {#--text-color:resistant to {2?{2}:no} damage types} and is {#--text-color:vulnerable to {3?{3}:no} damage types}."

[Message.RevealsResistancesAndVulnerabilities]

[Message.RevealsResistancesAndVulnerabilities]: string = "{0} that {1} {#--text-color:resists {2?{2}:no} damage} and is {#--text-color:vulnerable towards {3?{3}:no} damage}."

[Message.RevealsSomeResistancesAndVulnerabilities]

[Message.RevealsSomeResistancesAndVulnerabilities]: string = "{0} that {1} has {#--text-color:{2?some:no} resistances} and {#--text-color:{3?some:no} vulnerabilties}."

[Message.Reveals]

[Message.Reveals]: string = "{0} reveals"

[Message.Reverse]

[Message.Reverse]: string = " reverse"

[Message.RightHandEquip]

[Message.RightHandEquip]: string = "Right Hand (Held)"

[Message.RightHand]

[Message.RightHand]: string = "right hand"

[Message.ScrollMaster]

[Message.ScrollMaster]: string = "You are truly a master of all {0}."

[Message.ScrollProvidedNoUsefulInsight]

[Message.ScrollProvidedNoUsefulInsight]: string = "The scroll provided no useful insight for you."

[Message.Seawater]

[Message.Seawater]: string = "seawater"

[Message.SeemsToHaveDrawnEnergy]

[Message.SeemsToHaveDrawnEnergy]: string = "{0} seems to have drawn energy from {1}!"

[Message.SetTrapOffButNoDamage]

[Message.SetTrapOffButNoDamage]: string = "You set the trap off, but it does no damage to you."

[Message.SetUp]

[Message.SetUp]: string = "You have set up {0}."

[Message.ShadowInTheWater]

[Message.ShadowInTheWater]: string = "You see a shadow in the water."

[Message.Simple]

[Message.Simple]: string = "Simple"

[Message.SkillHasRaised]

[Message.SkillHasRaised]: string = "Your skill in {0} has raised to {1}%!"

[Message.Skill]

[Message.Skill]: string = "Skill"

[Message.Skills]

[Message.Skills]: string = "skills"

[Message.Slashing]

[Message.Slashing]: string = "Slashing"

[Message.Sleep]

[Message.Sleep]: string = "sleep"

[Message.Sleeping]

[Message.Sleeping]: string = "Sleeping"

[Message.Slept]

[Message.Slept]: string = "slept"

[Message.SlitherSuckerConstricts]

[Message.SlitherSuckerConstricts]: string = "{0} constricts and moves on your head, causing its teeth to pierce you as it writhes."

[Message.SlitherSuckerJumpedOnHead]

[Message.SlitherSuckerJumpedOnHead]: string = "{0} jumps on top of you, suctioning and constricting itself on top of your head."

[Message.SomethingInTheWayOfCarveFirst]

[Message.SomethingInTheWayOfCarveFirst]: string = "There is something in the way of your {0}. This must be carved."

[Message.SomethingInTheWayOfFire]

[Message.SomethingInTheWayOfFire]: string = "There is something in the way of stoking the fire!"

[Message.SomethingInTheWayOfFishing]

[Message.SomethingInTheWayOfFishing]: string = "There is something in the way. You cannot fish past that!"

[Message.SomethingInTheWayOfPerforming]

[Message.SomethingInTheWayOfPerforming]: string = "There is something in the way of performing this action."

[Message.SomethingInTheWayOfPlacing]

[Message.SomethingInTheWayOfPlacing]: string = "There is something in the way of placing {0}."

[Message.SomethingInTheWayOfPlanting]

[Message.SomethingInTheWayOfPlanting]: string = "There is something in the way of planting {0} here!"

[Message.SomethingInTheWayOf]

[Message.SomethingInTheWayOf]: string = "There is something in the way of your {0}!"

[Message.SomethingInWayOfClosingDoor]

[Message.SomethingInWayOfClosingDoor]: string = "There is something in the way of closing that door!"

[Message.SoothedTheirBurnInjuries]

[Message.SoothedTheirBurnInjuries]: string = "You have soothed their burn injuries!"

[Message.SoothedYourBurnInjuries]

[Message.SoothedYourBurnInjuries]: string = "You have soothed your burn injuries!"

[Message.Sort]

[Message.Sort]: string = "Sort"

[Message.SortedByBestCraftingConsumables]

[Message.SortedByBestCraftingConsumables]: string = "{0}{1} sorted by best crafting consumables."

[Message.SortedByBestCraftingRequirements]

[Message.SortedByBestCraftingRequirements]: string = "{0}{1} sorted by best crafting requirements."

[Message.SortedByCategory]

[Message.SortedByCategory]: string = "{0}{1} sorted by category."

[Message.SortedByDecay]

[Message.SortedByDecay]: string = "{0}{1} sorted by decay."

[Message.SortedByDurability]

[Message.SortedByDurability]: string = "{0}{1} sorted by durability."

[Message.SortedByGroup]

[Message.SortedByGroup]: string = "{0}{1} sorted by group."

[Message.SortedByName]

[Message.SortedByName]: string = "{0}{1} sorted by name."

[Message.SortedByQuality]

[Message.SortedByQuality]: string = "{0}{1} sorted by quality."

[Message.SortedByRecent]

[Message.SortedByRecent]: string = "{0}{1} sorted by recent."

[Message.SortedBySkill]

[Message.SortedBySkill]: string = "{0}{1} sorted by skill."

[Message.SortedByUnlockedTime]

[Message.SortedByUnlockedTime]: string = "{0}{1} sorted by discovered time."

[Message.SortedByWeight]

[Message.SortedByWeight]: string = "{0}{1} sorted by weight."

[Message.SouthSoutheast]

[Message.SouthSoutheast]: string = "south-southeast"

[Message.SouthSouthwest]

[Message.SouthSouthwest]: string = "south-southwest"

[Message.South]

[Message.South]: string = "south"

[Message.Southeast]

[Message.Southeast]: string = "southeast"

[Message.Southwest]

[Message.Southwest]: string = "southwest"

[Message.StaminaIsFull]

[Message.StaminaIsFull]: string = "Your stamina is full, you do not need to rest anymore."

[Message.StartTravelInWater]

[Message.StartTravelInWater]: string = "You need to start your travels while in ocean water."

[Message.StartedFire]

[Message.StartedFire]: string = "You have started a fire!"

[Message.StarvingToDeath]

[Message.StarvingToDeath]: string = "You are starving to death!{0? You have lost {0} health!}"

[Message.SteppingOn]

[Message.SteppingOn]: string = "Stepping on"

[Message.StillHasNoWaterToPurify]

[Message.StillHasNoWaterToPurify]: string = "This still has no water to purify!"

[Message.StirredUpClawWorm]

[Message.StirredUpClawWorm]: string = "{0} stirred up a claw worm from underground!"

[Message.StirredUpCreature]

[Message.StirredUpCreature]: string = "You stirred up a creature from the depths!"

[Message.StopUsingBoat]

[Message.StopUsingBoat]: string = "You stop using {0}."

[Message.StoppedYourBleeding]

[Message.StoppedYourBleeding]: string = "You have stopped your bleeding!"

[Message.StrengthIncreasing]

[Message.StrengthIncreasing]: string = "You felt your strength increasing!"

[Message.Strength]

[Message.Strength]: string = "Strength"

[Message.SummonedGuardiansByDiggingTreasure]

[Message.SummonedGuardiansByDiggingTreasure]: string = "You have summoned the guardians by digging up the treasure."

[Message.SummonedGuardiansByLockpicking]

[Message.SummonedGuardiansByLockpicking]: string = "You have summoned the guardians by lockpicking the treasure chest."

[Message.SunNotBrightEnoughToStartFire]

[Message.SunNotBrightEnoughToStartFire]: string = "The sun is not bright enough to start a fire with {0}!"

[Message.TakenFromGroundBecomeTamed]

[Message.TakenFromGroundBecomeTamed]: string = "{0} has taken {1} from the ground and has become tamed."

[Message.Tame]

[Message.Tame]: string = "Tame"

[Message.TamedCreature]

[Message.TamedCreature]: string = "This creature is {#--message-type-good:tamed} and appears {0}."

[Message.TeleportBlocked]

[Message.TeleportBlocked]: string = "Your teleport destination was blocked."

[Message.Teleported]

[Message.Teleported]: string = "You have teleported."

[Message.ThanksBuying]

[Message.ThanksBuying]: string = "Thanks! I will take {0} credit for {1}."

[Message.ThanksSelling]

[Message.ThanksSelling]: string = "Thanks for trading in {0} for {1} credit."

[Message.TheCreature]

[Message.TheCreature]: string = "the {0?{0}:creature}"

[Message.ThePlant]

[Message.ThePlant]: string = "the plant"

[Message.TheirFist]

[Message.TheirFist]: string = "their fist"

[Message.ThereIsNoContainerOnTheStill]

[Message.ThereIsNoContainerOnTheStill]: string = "{0} does not have a container attached to catch the water!"

[Message.ThereIsNoSunToStartFire]

[Message.ThereIsNoSunToStartFire]: string = "There is no sun in here to start a fire with."

[Message.ThereIsNothingToMilk]

[Message.ThereIsNothingToMilk]: string = "There is nothing to milk here."

[Message.ThisCannotBeMilked]

[Message.ThisCannotBeMilked]: string = "This creature cannot be milked."

[Message.Throw]

[Message.Throw]: string = "Throw"

[Message.ThrownIntoDepths]

[Message.ThrownIntoDepths]: string = "You have thrown {0} into the depths below."

[Message.ThrownIntoObstacle]

[Message.ThrownIntoObstacle]: string = "You have thrown {0} into an obstacle."

[Message.ThrownIntoVoid]

[Message.ThrownIntoVoid]: string = "You have thrown {0} into the void."

[Message.TierGroup]

[Message.TierGroup]: string = "a tier {0} {1}"

[Message.Tier]

[Message.Tier]: string = "{0} (Tier {1})"

[Message.Till]

[Message.Till]: string = "till"

[Message.Tilling]

[Message.Tilling]: string = "tilling"

[Message.TimeIsDawn]

[Message.TimeIsDawn]: string = "It is dawn."

[Message.TimeIsDaytime]

[Message.TimeIsDaytime]: string = "It is daytime."

[Message.TimeIsDusk]

[Message.TimeIsDusk]: string = "It is dusk."

[Message.TimeIsNighttime]

[Message.TimeIsNighttime]: string = "It is nighttime."

[Message.TimeIsSunrise]

[Message.TimeIsSunrise]: string = "The sun is rising."

[Message.TimeIsSunset]

[Message.TimeIsSunset]: string = "The sun is setting."

[Message.TimeIs]

[Message.TimeIs]: string = "It appears to be around {1} o'clock."

[Message.ToDamageAChest]

[Message.ToDamageAChest]: string = "to damage a chest"

[Message.ToFight]

[Message.ToFight]: string = "to fight"

[Message.TooDamaged]

[Message.TooDamaged]: string = "{0} is too damaged to attempt to {1}."

[Message.TooExhaustedToJump]

[Message.TooExhaustedToJump]: string = "You are too exhausted and overburdened to make this jump."

[Message.Touching]

[Message.Touching]: string = "Touching"

[Message.TradeBarterCreditForItem]

[Message.TradeBarterCreditForItem]: string = "Trade Barter Credit for Item"

[Message.TradeItemForBarterCredit]

[Message.TradeItemForBarterCredit]: string = "Trade Item for Barter Credit"

[Message.TradingWith]

[Message.TradingWith]: string = "Trading with {0}"

[Message.TrampleIntoGround]

[Message.TrampleIntoGround]: string = "You trampled {0} into the ground."

[Message.TrampledFire]

[Message.TrampledFire]: string = "You trampled the fire, putting it out!"

[Message.TrampledIntoGround]

[Message.TrampledIntoGround]: string = "{0} trampled {1} into the ground."

[Message.Trampling]

[Message.Trampling]: string = "You are trampling {0}."

[Message.Transmogrified]

[Message.Transmogrified]: string = "You have transmogrified {0}."

[Message.Transmogrify]

[Message.Transmogrify]: string = "transmogrify"

[Message.TrapMissed]

[Message.TrapMissed]: string = "{0} has narrowly missed the trap while moving over it."

[Message.TrapStoppedYou]

[Message.TrapStoppedYou]: string = "The trap has stopped you in your tracks."

[Message.TravelToFarOffLands]

[Message.TravelToFarOffLands]: string = "You travel to far off lands..."

[Message.TreasureIsBlocked]

[Message.TreasureIsBlocked]: string = "You find the spot where the treasure is buried, but it is blocked."

[Message.True]

[Message.True]: string = "True"

[Message.UnEquipAll]

[Message.UnEquipAll]: string = "Unequip All"

[Message.UnEquip]

[Message.UnEquip]: string = "Unequip"

[Message.UnhitchCreature]

[Message.UnhitchCreature]: string = "You have unhitched {0}!"

[Message.Unhitch]

[Message.Unhitch]: string = "Unhitch"

[Message.UnknownItem]

[Message.UnknownItem]: string = "unknown item"

[Message.Unknown]

[Message.Unknown]: string = "unknown"

[Message.Unlimited]

[Message.Unlimited]: string = "unlimited"

[Message.UnlockedChest]

[Message.UnlockedChest]: string = "You unlocked {0} and viewed its contents."

[Message.UnlockedTime]

[Message.UnlockedTime]: string = "Discovered Time (Default)"

[Message.UnpurifiedFreshWater]

[Message.UnpurifiedFreshWater]: string = "unpurified fresh water"

[Message.UnpurifiedWaterInStill]

[Message.UnpurifiedWaterInStill]: string = "There is unpurified water in the still."

[Message.UsingBareHands]

[Message.UsingBareHands]: string = "using bare hands to {0}"

[Message.Vulnerable]

[Message.Vulnerable]: string = "vulnerable"

[Message.WaitUntilFireCooledToGetWater]

[Message.WaitUntilFireCooledToGetWater]: string = "You must wait until the fire has cooled off to get the purified water."

[Message.WaterGathering]

[Message.WaterGathering]: string = "water gathering"

[Message.WaterPutOutFire]

[Message.WaterPutOutFire]: string = "The water has put out the fire."

[Message.Water]

[Message.Water]: string = "water"

[Message.WeightCapacity]

[Message.WeightCapacity]: string = "Weight Capacity: {0} / {1}{2? +{2}}"

[Message.Weight]

[Message.Weight]: string = "Weight"

[Message.WellIsDry]

[Message.WellIsDry]: string = "The well is completely dry! It may take some time to refill."

[Message.WellIsFull]

[Message.WellIsFull]: string = "You cannot pour that into the well because it is full!"

[Message.WestNorthwest]

[Message.WestNorthwest]: string = "west-northwest"

[Message.WestSouthwest]

[Message.WestSouthwest]: string = "west-southwest"

[Message.West]

[Message.West]: string = "west"

[Message.WildGoatRefusedToBeMilked]

[Message.WildGoatRefusedToBeMilked]: string = "The wild goat refuses to be milked!"

[Message.WillNotTrade]

[Message.WillNotTrade]: string = "Do you take me for a fool? I will not trade for {0}!"

[Message.WithYouSee]

[Message.WithYouSee]: string = "with {0}, you see"

[Message.WorkingYourselfIntoExhaustionAndDrowning]

[Message.WorkingYourselfIntoExhaustionAndDrowning]: string = "You are working yourself into exhaustion and drowning!"

[Message.WorkingYourselfIntoExhaustion]

[Message.WorkingYourselfIntoExhaustion]: string = "You are working yourself into exhaustion!"

[Message.YouApplied]

[Message.YouApplied]: string = "You applied {0}!"

[Message.YouAte]

[Message.YouAte]: string = "You ate {0}!"

[Message.YouBeginResting]

[Message.YouBeginResting]: string = "You begin resting..."

[Message.YouCannotDoThatYet]

[Message.YouCannotDoThatYet]: string = "You cannot do that yet!"

[Message.YouCooledLava]

[Message.YouCooledLava]: string = "You cooled the lava."

[Message.YouCrafted]

[Message.YouCrafted]: string = "You {0} {1}{2}!"

[Message.YouDied]

[Message.YouDied]: string = "You died {0}!"

[Message.YouDrank]

[Message.YouDrank]: string = "You drank {0}!"

[Message.YouDropTheTorch]

[Message.YouDropTheTorch]: string = "You drop the torch, causing a fire to break out."

[Message.YouEnchantMutate]

[Message.YouEnchantMutate]: string = "You enchant {0}. Its legendary effect has mutated!"

[Message.YouEnchant]

[Message.YouEnchant]: string = "You enchant {0}. Its quality has been increased!"

[Message.YouEquip]

[Message.YouEquip]: string = "You equipped {0}."

[Message.YouFailedToExtinguishedFireFully]

[Message.YouFailedToExtinguishedFireFully]: string = "You failed to extinguish the fire fully."

[Message.YouFailedToHealOther]

[Message.YouFailedToHealOther]: string = "You have failed to heal {0} due to lack of skill in {1}."

[Message.YouFailedToHeal]

[Message.YouFailedToHeal]: string = "You have failed to heal due to lack of skill in {0}."

[Message.YouFailedTo]

[Message.YouFailedTo]: string = "You failed to {0} {1} due to lack of skill.{2}"

[Message.YouFire]

[Message.YouFire]: string = "You fire {0}."

[Message.YouGatheredAndDropped]

[Message.YouGatheredAndDropped]: string = "You gathered and dropped {0}!"

[Message.YouGathered]

[Message.YouGathered]: string = "You gathered {0}!"

[Message.YouHardenedCooledLava]

[Message.YouHardenedCooledLava]: string = "You hardened the cooled lava into obsidian."

[Message.YouHarvestedAndDropped]

[Message.YouHarvestedAndDropped]: string = "You harvested and dropped {0}!"

[Message.YouHarvested]

[Message.YouHarvested]: string = "You harvested {0}!"

[Message.YouHaveAlreadyLearned]

[Message.YouHaveAlreadyLearned]: string = "You have already learned all you can from {0}."

[Message.YouHaveDied]

[Message.YouHaveDied]: string = "You have died {0}!"

[Message.YouHaveEnabledDisabled]

[Message.YouHaveEnabledDisabled]: string = "You have {0} usage of your {1} for automatic gathering and attacking."

[Message.YouHaveHealedOther]

[Message.YouHaveHealedOther]: string = "You have healed {0}."

[Message.YouHaveKilled]

[Message.YouHaveKilled]: string = "You have killed {0}!"

[Message.YouHaveReleased]

[Message.YouHaveReleased]: string = "You have released {0} into the wild."

[Message.YouHaveTamed]

[Message.YouHaveTamed]: string = "You have tamed {0}."

[Message.YouLostWhileTraveling]

[Message.YouLostWhileTraveling]: string = "You {0} while traveling."

[Message.YouNeedMoreCredit]

[Message.YouNeedMoreCredit]: string = "You need {0} more barter credit to trade for that item."

[Message.YouNoticeBecomeEnraged]

[Message.YouNoticeBecomeEnraged]: string = "You notice {0} become enraged and increase in strength."

[Message.YouNoticeDying]

[Message.YouNoticeDying]: string = "You notice {0} dying."

[Message.YouNoticeFertilityDecreasing]

[Message.YouNoticeFertilityDecreasing]: string = "You notice the fertility of {0} decreasing."

[Message.YouNoticeFertilityIncreasing]

[Message.YouNoticeFertilityIncreasing]: string = "You notice the fertility of {0} increasing."

[Message.YouNoticeGrowing]

[Message.YouNoticeGrowing]: string = "You notice {0} growing."

[Message.YouNoticeLavaCooling]

[Message.YouNoticeLavaCooling]: string = "You notice lava cooling."

[Message.YouNoticeLavaHardening]

[Message.YouNoticeLavaHardening]: string = "You notice lava hardening."

[Message.YouNoticePerish]

[Message.YouNoticePerish]: string = "You notice {0} inexplicably collapse and perish."

[Message.YouNoticeStumbleInjureItself]

[Message.YouNoticeStumbleInjureItself]: string = "You notice {0} stumble and injure itself."

[Message.YouNoticeTakeFromGround]

[Message.YouNoticeTakeFromGround]: string = "You notice {0} take {1} from the ground but failed to become tamed."

[Message.YouNoticeWoundsClosing]

[Message.YouNoticeWoundsClosing]: string = "You notice the wounds of {0} closing."

[Message.YouNoticeZombieHorde]

[Message.YouNoticeZombieHorde]: string = "You notice a horde of zombies coming your way."

[Message.YouOfferedToCreature]

[Message.YouOfferedToCreature]: string = "You offered {0} to {1} and it appeared to be {2}."

[Message.YouOpen]

[Message.YouOpen]: string = "You open {0}."

[Message.YouPacked]

[Message.YouPacked]: string = "You packed the {0}."

[Message.YouPickedUp]

[Message.YouPickedUp]: string = "You picked up {0}."

[Message.YouRefine]

[Message.YouRefine]: string = "You refine {0}."

[Message.YouReinforce]

[Message.YouReinforce]: string = "You reinforce {0}."

[Message.YouRepair]

[Message.YouRepair]: string = "You repair {0}."

[Message.YouRub]

[Message.YouRub]: string = "You rub {0} {1} as it quickly disintegrates in your grasp. These lands will now act more {2} to your presence."

[Message.YouSeeALivingMushroomSpore]

[Message.YouSeeALivingMushroomSpore]: string = "You see a living mushroom release its spores."

[Message.YouSeeASkeletonCollapse]

[Message.YouSeeASkeletonCollapse]: string = "You see a skeleton collapse to the ground."

[Message.YouSeeASlimeCombine]

[Message.YouSeeASlimeCombine]: string = "You see two slimes combine into a jelly cube!"

[Message.YouSeeAZombieBleeding]

[Message.YouSeeAZombieBleeding]: string = "You see a zombie bleeding out."

[Message.YouSeeAnAberrant]

[Message.YouSeeAnAberrant]: string = "You see an aberrant {0}."

[Message.YouSeeDrop]

[Message.YouSeeDrop]: string = "You see {0} drop from {1}."

[Message.YouSeeEngulfFire]

[Message.YouSeeEngulfFire]: string = "You see {0} engulf its surroundings with fire."

[Message.YouSeeFireSpread]

[Message.YouSeeFireSpread]: string = "You see a fire spread uncontrollably."

[Message.YouSeeHelpingPlant]

[Message.YouSeeHelpingPlant]: string = "You see {0} tending to {1}."

[Message.YouSeeLay]

[Message.YouSeeLay]: string = "You see {0} lay {1}."

[Message.YouSeeLayingTrap]

[Message.YouSeeLayingTrap]: string = "You see {0} laying down a trap."

[Message.YouSeeSpewLava]

[Message.YouSeeSpewLava]: string = "You see {0} spew forth lava in defense."

[Message.YouSeeSpitAcid]

[Message.YouSeeSpitAcid]: string = "You see {0} spit acid."

[Message.YouSeeSpringForth]

[Message.YouSeeSpringForth]: string = "You see {0} spring forth!"

[Message.YouSeeSummon]

[Message.YouSeeSummon]: string = "You see {0} chant and summon {1}."

[Message.YouSeeSwampFlood]

[Message.YouSeeSwampFlood]: string = "You see {0} inundate and flood the ground on which it moves."

[Message.YouSeeTrampling]

[Message.YouSeeTrampling]: string = "You see {0} trampling {1}."

[Message.YouSee]

[Message.YouSee]: string = "You see {0}."

[Message.YouSetTheTrapOff]

[Message.YouSetTheTrapOff]: string = "You set the trap off."

[Message.YouStokeTheFireElemental]

[Message.YouStokeTheFireElemental]: string = "{0} draws energy from {1} as you stoke it."

[Message.YouThrew]

[Message.YouThrew]: string = "You threw {0}!"

[Message.YouTilled]

[Message.YouTilled]: string = "You tilled the {0}."

[Message.YouUnequip]

[Message.YouUnequip]: string = "You unequip {0}."

[Message.YouUsed]

[Message.YouUsed]: string = "You have used {0}!"

[Message.You]

[Message.You]: string = "you"

[Message.YourFist]

[Message.YourFist]: string = "your fist"

[Message.YourHands]

[Message.YourHands]: string = "Your hands"

[Message.YourHighSkill]

[Message.YourHighSkill]: string = "your high {0} skill"

[Message.YourInventory]

[Message.YourInventory]: string = "your inventory"

[Message.YourLowSkill]

[Message.YourLowSkill]: string = "your low {0} skill"

[Message.YourModerateSkill]

[Message.YourModerateSkill]: string = "your moderate {0} skill"

[Message.YourRubbingNoEffect]

[Message.YourRubbingNoEffect]: string = "Your rubbing appears to have no effect."

Const messagesDefaultFilters

messagesDefaultFilters: object

[MessageFilterDefault.All]

[MessageFilterDefault.All]: string = "All"

[MessageFilterDefault.Chat]

[MessageFilterDefault.Chat]: string = "Chat"

[MessageFilterDefault.Game]

[MessageFilterDefault.Game]: string = "Game"

Const messagesTimestampModes

messagesTimestampModes: object

[MessageTimestamp.None]

[MessageTimestamp.None]: string = "None"

[MessageTimestamp.RealTime]

[MessageTimestamp.RealTime]: string = "Real Time"

[MessageTimestamp.Turn]

[MessageTimestamp.Turn]: string = "Turn"

Const milestoneModifierGroups

milestoneModifierGroups: object

[MilestoneModifierGroup.Actions]

[MilestoneModifierGroup.Actions]: string = "Actions"

[MilestoneModifierGroup.Challenge]

[MilestoneModifierGroup.Challenge]: string = "Challenge"

[MilestoneModifierGroup.Creatures]

[MilestoneModifierGroup.Creatures]: string = "Creatures"

[MilestoneModifierGroup.Equipment]

[MilestoneModifierGroup.Equipment]: string = "Equipment"

[MilestoneModifierGroup.Items]

[MilestoneModifierGroup.Items]: string = "Items"

[MilestoneModifierGroup.Metagame]

[MilestoneModifierGroup.Metagame]: string = "Metagame"

[MilestoneModifierGroup.Reputation]

[MilestoneModifierGroup.Reputation]: string = "Reputation"

[MilestoneModifierGroup.Skills]

[MilestoneModifierGroup.Skills]: string = "Skills"

[MilestoneModifierGroup.Treasure]

[MilestoneModifierGroup.Treasure]: string = "Treasure"

[MilestoneModifierGroup.Turns]

[MilestoneModifierGroup.Turns]: string = "Turns"

Const milestoneModifiers

milestoneModifiers: object

[Milestone.Abnormalizer]

[Milestone.Abnormalizer]: Abnormalizer = Abnormalizer

[Milestone.Artificer]

[Milestone.Artificer]: Artificer = Artificer

[Milestone.Benevolent]

[Milestone.Benevolent]: Benevolent = Benevolent

[Milestone.Boundless]

[Milestone.Boundless]: Boundless = Boundless

[Milestone.Challenger]

[Milestone.Challenger]: Challenger = Challenger

[Milestone.Chef]

[Milestone.Chef]: Chef = Chef

[Milestone.Collector]

[Milestone.Collector]: Collector = Collector

[Milestone.Contender]

[Milestone.Contender]: Contender = Contender

[Milestone.Crafter]

[Milestone.Crafter]: Crafter = Crafter

[Milestone.DestroyerOfMagi]

[Milestone.DestroyerOfMagi]: DestroyerOfMagi = DestroyerOfMagi

[Milestone.Doctor]

[Milestone.Doctor]: Doctor = Doctor

[Milestone.DragonSlayer]

[Milestone.DragonSlayer]: DragonSlayer = DragonSlayer

[Milestone.Explorer]

[Milestone.Explorer]: Explorer = Explorer

[Milestone.Exterminator]

[Milestone.Exterminator]: Exterminator = Exterminator

[Milestone.Friendly]

[Milestone.Friendly]: Friendly = Friendly

[Milestone.Gardener]

[Milestone.Gardener]: Gardener = Gardener

[Milestone.Gatherer]

[Milestone.Gatherer]: Gatherer = Gatherer

[Milestone.Grandmaster]

[Milestone.Grandmaster]: Grandmaster = Grandmaster

[Milestone.Helmsman]

[Milestone.Helmsman]: Helmsman = Helmsman

[Milestone.Hunter]

[Milestone.Hunter]: Hunter = Hunter

[Milestone.Huntsman]

[Milestone.Huntsman]: Huntsman = Huntsman

[Milestone.Locksmith]

[Milestone.Locksmith]: Locksmith = Locksmith

[Milestone.Malevolent]

[Milestone.Malevolent]: Malevolent = Malevolent

[Milestone.Merchant]

[Milestone.Merchant]: Merchant = Merchant

[Milestone.Multitasker]

[Milestone.Multitasker]: Multitasker = Multitasker

[Milestone.Navigator]

[Milestone.Navigator]: Navigator = Navigator

[Milestone.Notekeeper]

[Milestone.Notekeeper]: Notekeeper = Notekeeper

[Milestone.Operator]

[Milestone.Operator]: Operator = Operator

[Milestone.Pacifier]

[Milestone.Pacifier]: Pacifier = Pacifier

[Milestone.Prepared]

[Milestone.Prepared]: Prepared = Prepared

[Milestone.Pulchritudinous]

[Milestone.Pulchritudinous]: Pulchritudinous = Pulchritudinous

[Milestone.ReaperOfSouls]

[Milestone.ReaperOfSouls]: ReaperOfSouls = ReaperOfSouls

[Milestone.Seafarer]

[Milestone.Seafarer]: Seafarer = Seafarer

[Milestone.Seasoned]

[Milestone.Seasoned]: Seasoned = Seasoned

[Milestone.Survivor]

[Milestone.Survivor]: Survivor = Survivor

[Milestone.Talented]

[Milestone.Talented]: Talented = Talented

[Milestone.Thrower]

[Milestone.Thrower]: Thrower = Thrower

[Milestone.Trapper]

[Milestone.Trapper]: Trapper = Trapper

[Milestone.TreasureHunter]

[Milestone.TreasureHunter]: TreasureHunter = TreasureHunter

[Milestone.Treasurer]

[Milestone.Treasurer]: Treasurer = Treasurer

[Milestone.Weathered]

[Milestone.Weathered]: Weathered = Weathered

Const milestoneProcessors

milestoneProcessors: object

__computed

  • __computed(milestoneData: IMilestoneData, newData: undefined | number): void
  • Parameters

    Returns void

Const milestones

milestones: object

[Milestone.Abnormalizer]

[Milestone.Abnormalizer]: [string, string, string] = ["Abnormalizer","Killed 25 aberrant creatures.","Only aberrant creatures spawn.",]

[Milestone.Artificer]

[Milestone.Artificer]: [string, string, string] = ["Artificer","Transmogrified an item.","Start with magical essence.",]

[Milestone.Benevolent]

[Milestone.Benevolent]: [string, string, string] = ["Benevolent","Reached 64,000 benignity.","Start with 8000 benignity. Malignity is gained at 2x speed.",]

[Milestone.Boundless]

[Milestone.Boundless]: [string, string, string] = ["Boundless","Reach 125% in a single skill.","Begin with three additional starting skills. Skills are gained at a slower rate.",]

[Milestone.Challenger]

[Milestone.Challenger]: [string, string, string] = ["Challenger","Completed 25 challenge mode quests.","Start with a piece of treasure.",]

[Milestone.Chef]

[Milestone.Chef]: [string, string, string] = ["Chef","Cooked 25 food items.","Start with an extra cooked food item.",]

[Milestone.Collector]

[Milestone.Collector]: [string, string, string] = ["Collector","Collected one of every item.","Start with a completely random item. Default starting items are disabled.",]

[Milestone.Contender]

[Milestone.Contender]: [string, string, string] = ["Contender","Completed a challenge mode game with a positive score.","Start with a sailboat and every status effect.",]

[Milestone.Crafter]

[Milestone.Crafter]: [string, string, string] = ["Crafter","Crafted 250 items.","All items are crafted with extra durability, at the cost of increased crafting difficulty.",]

[Milestone.DestroyerOfMagi]

[Milestone.DestroyerOfMagi]: [string, string, string] = ["Destroyer of Magi","Killed 50 wisps and harvested their corpses.","Wisps regularly will continiously spawn in locations not normally accessible.",]

[Milestone.Doctor]

[Milestone.Doctor]: [string, string, string] = ["Doctor","Cured each status effect.","Start with an extra healing item.",]

[Milestone.DragonSlayer]

[Milestone.DragonSlayer]: [string, string, string] = ["Dragon Slayer","Slayed a drake.","Aberrant drakes never spawn. Drakes breathe fire more often.",]

[Milestone.Explorer]

[Milestone.Explorer]: [string, string, string] = ["Explorer","Stepped on or gathered from every type of tile.","Start with a spyglass.",]

[Milestone.Exterminator]

[Milestone.Exterminator]: [string, string, string] = ["Exterminator","Killed 1000 creatures.","Creatures deal extra damage. Creatures have less health.",]

[Milestone.Friendly]

[Milestone.Friendly]: [string, string, string] = ["Friendly","Tamed 25 creatures.","Start with a tamed creature.",]

[Milestone.Gardener]

[Milestone.Gardener]: [string, string, string] = ["Gardener","Planted 50 plants or mushrooms.","Some claw worms appear tamed.",]

[Milestone.Gatherer]

[Milestone.Gatherer]: [string, string, string] = ["Gatherer","Gathered 1000 times.","Start with mining and lumberjacking skill. These skills gain at a slower rate.",]

[Milestone.Grandmaster]

[Milestone.Grandmaster]: [string, string, string] = ["Grandmaster","Raised a skill to 100%.","Begin with two additional starting skills. Skills are gained at a slower rate.",]

[Milestone.Helmsman]

[Milestone.Helmsman]: [string, string, string] = ["Helmsman","Discovered each different island type while traveling.","Start with a bullboat, at the cost of starting hungrier and thirstier.",]

[Milestone.Hunter]

[Milestone.Hunter]: [string, string, string] = ["Hunter","Killed 100 creatures.","Creatures deal less damage. Creatures have more health.",]

[Milestone.Huntsman]

[Milestone.Huntsman]: [string, string, string] = ["Huntsman","Killed one of every creature.","All creatures have a small chance of starting \"scared\"",]

[Milestone.Locksmith]

[Milestone.Locksmith]: [string, string, string] = ["Locksmith","Lock picked 10 locks.","Start with lockpicking skill. Successful lockpicking has a higher chance of attracting hostile creatures.",]

[Milestone.Malevolent]

[Milestone.Malevolent]: [string, string, string] = ["Malevolent","Reached 64,000 malignity.","Start with 8000 malignity. Benignity is gained at 2x speed.",]

[Milestone.Merchant]

[Milestone.Merchant]: [string, string, string] = ["Merchant","Bartered with 100 items.","Merchants give slightly better deals, but start with less items in their inventory.",]

[Milestone.Multitasker]

[Milestone.Multitasker]: [string, string, string] = ["Multitasker","Use each skill at least once.","All skills are buffed by 10%. Skills are gained at a slower rate.",]

[Milestone.Navigator]

[Milestone.Navigator]: [string, string, string] = ["Navigator","Traveled the seas in search of new islands.","Start with a raft, at the cost of starting hungrier and thirstier.",]

[Milestone.Notekeeper]

[Milestone.Notekeeper]: [string, string, string] = ["Notekeeper","Jotted down a note for each situation.","Start with a book, paper, and an inkstick.",]

[Milestone.Operator]

[Milestone.Operator]: [string, string, string] = ["Operator","Used every action available.","All skills are buffed by 5%.",]

[Milestone.Pacifier]

[Milestone.Pacifier]: [string, string, string] = ["Pacifier","Tamed one of each tamable creature.","Start with a tamed aberrant creature.",]

[Milestone.Prepared]

[Milestone.Prepared]: [string, string, string] = ["Prepared","Equipped something in each equipment slot.","Start with an extra piece of equipment.",]

[Milestone.Pulchritudinous]

[Milestone.Pulchritudinous]: [string, string, string] = ["Pulchritudinous","Equipped a legendary item in each equipment slot.","Start with an extra legendary starting item.",]

[Milestone.ReaperOfSouls]

[Milestone.ReaperOfSouls]: [string, string, string] = ["Reaper of Souls","Killed 50 pirate ghosts and harvested their corpses.","Pirate ghosts will continiously spawn in locations not normally accessible.",]

[Milestone.Seafarer]

[Milestone.Seafarer]: [string, string, string] = ["Seafarer","Sailed to civilization and completed the game.","Start with a golden sextant.",]

[Milestone.Seasoned]

[Milestone.Seasoned]: [string, string, string] = ["Seasoned","Survived for 1,000,000 turns.","+3 to all starting stats.",]

[Milestone.Survivor]

[Milestone.Survivor]: [string, string, string] = ["Survivor","Survived for 10,000 turns.","+1 to all starting stats.",]

[Milestone.Talented]

[Milestone.Talented]: [string, string, string] = ["Talented","Reached 1000% in skill percentages across all skills.","Begin with an additional starting skill. Skills are gained at a slower rate.",]

[Milestone.Thrower]

[Milestone.Thrower]: [string, string, string] = ["Thrower","Thrown 500 items.","Thrown items deal extra damage. Throwing skill is gained at a slower rate.",]

[Milestone.Trapper]

[Milestone.Trapper]: [string, string, string] = ["Trapper","Injured 10 creatures with traps.","Traps deal extra damage. Trapping skill gains at a slower rate.",]

[Milestone.TreasureHunter]

[Milestone.TreasureHunter]: [string, string, string] = ["Treasure Hunter","Dug or fished up 10 treasure chests.","Start with a tattered map.",]

[Milestone.Treasurer]

[Milestone.Treasurer]: [string, string, string] = ["Treasurer","Collected every one of the six types of treasure.","Start with a rare piece of equipment. Start with 32,000 malignity.",]

[Milestone.Weathered]

[Milestone.Weathered]: [string, string, string] = ["Weathered","Survived for 100,000 turns.","+2 to all starting stats.",]

Const miscTranslations

miscTranslations: object

[MiscTranslation.AAndB]

[MiscTranslation.AAndB]: string = "{0} and {1}"

[MiscTranslation.AListAndB]

[MiscTranslation.AListAndB]: string = "{0}, and {1}"

[MiscTranslation.AListOrB]

[MiscTranslation.AListOrB]: string = "{0}, or {1}"

[MiscTranslation.AOrB]

[MiscTranslation.AOrB]: string = "{0} or {1}"

[MiscTranslation.Aberrant]

[MiscTranslation.Aberrant]: string = "{#--message-type-bad:{0}}"

[MiscTranslation.BindingListSeparator]

[MiscTranslation.BindingListSeparator]: string = " or "

[MiscTranslation.Binding]

[MiscTranslation.Binding]: string = "{#--color-bind:{0}}"

[MiscTranslation.ColorizeMessageType]

[MiscTranslation.ColorizeMessageType]: string = "{0?{#--color-message-{0}:{1}}:{1}}"

[MiscTranslation.ColorizePrimary]

[MiscTranslation.ColorizePrimary]: string = "{#--text-primary:{0}}"

[MiscTranslation.ColorizeQuality]

[MiscTranslation.ColorizeQuality]: string = "{0?{#--color-quality-{0}:{1}}:{1}}"

[MiscTranslation.ColorizeSecondary]

[MiscTranslation.ColorizeSecondary]: string = "{#--text-secondary:{0}}"

[MiscTranslation.Colorize]

[MiscTranslation.Colorize]: string = "{#{0}:{1}}"

[MiscTranslation.CorpseOf]

[MiscTranslation.CorpseOf]: string = "{Corpse:{0}?{Corpse:{0}}:{Message:CorpseOf:({1})}}"

[MiscTranslation.CountThing]

[MiscTranslation.CountThing]: string = "{0} {1}"

[MiscTranslation.Dependency]

[MiscTranslation.Dependency]: string = "{#--color-dependency-{0}:{1}}"

[MiscTranslation.ItemLegendary]

[MiscTranslation.ItemLegendary]: string = "{1} of {0}"

[MiscTranslation.ListItemSeparator]

[MiscTranslation.ListItemSeparator]: string = ", "

[MiscTranslation.MacroDoubleInput]

[MiscTranslation.MacroDoubleInput]: string = "Double {0}"

[MiscTranslation.MacroInputSeparator]

[MiscTranslation.MacroInputSeparator]: string = ", "

[MiscTranslation.MacroTripleInput]

[MiscTranslation.MacroTripleInput]: string = "Triple {0}"

[MiscTranslation.NPCName]

[MiscTranslation.NPCName]: string = "{#--color-npc-{1?hostile:friendly}:{0}}"

[MiscTranslation.OwnName]

[MiscTranslation.OwnName]: string = "{#--color-self:{0}}"

[MiscTranslation.PlayerName]

[MiscTranslation.PlayerName]: string = "{#--color-player{1}:{0}}"

[MiscTranslation.Quality]

[MiscTranslation.Quality]: string = "{0?{Quality:{0}} }{1}"

[MiscTranslation.ReformatSingularNoun]

[MiscTranslation.ReformatSingularNoun]: string = "{0?{0}:{reformat({1},{2}):{3}}}"

[MiscTranslation.Renamed]

[MiscTranslation.Renamed]: string = ""{0}""

[MiscTranslation.Thing]

[MiscTranslation.Thing]: string = "{0}"

[MiscTranslation.Tilled]

[MiscTranslation.Tilled]: string = "tilled {0}"

[MiscTranslation.UnknownCreature]

[MiscTranslation.UnknownCreature]: string = "Unknown Creature"

[MiscTranslation.UnknownDoodad]

[MiscTranslation.UnknownDoodad]: string = "Unknown Doodad"

[MiscTranslation.UnknownItem]

[MiscTranslation.UnknownItem]: string = "unknown item"

[MiscTranslation.UnknownTileEvent]

[MiscTranslation.UnknownTileEvent]: string = "Unknown Tile Event"

[MiscTranslation.Unknown]

[MiscTranslation.Unknown]: string = "Unknown"

Const modLoadErrors

modLoadErrors: object

[CanLoadState.CannotLoadRequiredMod]

[CanLoadState.CannotLoadRequiredMod]: string = "Can't load required mod."

[CanLoadState.DependencyIssue]

[CanLoadState.DependencyIssue]: string = "Issues found with dependencies."

[CanLoadState.IncompatibleVersion]

[CanLoadState.IncompatibleVersion]: string = "Incompatible with this version."

[CanLoadState.LocalModPrecedence]

[CanLoadState.LocalModPrecedence]: string = "Installed locally; local mods have precedence."

[CanLoadState.MissingRequiredMod]

[CanLoadState.MissingRequiredMod]: string = "Missing a required mod."

[CanLoadState.ModLoadError]

[CanLoadState.ModLoadError]: string = "Error loading mod."

[CanLoadState.ModRequiresItself]

[CanLoadState.ModRequiresItself]: string = "Mod requires itself."

[CanLoadState.ReqiredModNotLoaded]

[CanLoadState.ReqiredModNotLoaded]: string = "Required mod is not loaded."

[CanLoadState.ServerSideOnNonDedicatedServer]

[CanLoadState.ServerSideOnNonDedicatedServer]: string = "Server-side mods can only be enabled on dedicated servers."

Const modLoadFailureReasons

modLoadFailureReasons: object

[ModLoadFailureReason.IsDisabled]

[ModLoadFailureReason.IsDisabled]: string = "{name}@{version} is disabled"

[ModLoadFailureReason.NotInstalled]

[ModLoadFailureReason.NotInstalled]: string = "{name}@{version} is not installed"

[ModLoadFailureReason.NotMultiplayerCompatible]

[ModLoadFailureReason.NotMultiplayerCompatible]: string = "{name}@{version} is not a multiplayer-compatible mod."

[ModLoadFailureReason.UnableToLoad]

[ModLoadFailureReason.UnableToLoad]: string = "Unable to load {name}@{version}"

[ModLoadFailureReason.VersionMismatch]

[ModLoadFailureReason.VersionMismatch]: string = "Required {name}@{version}. Currently running version {1}"

Const modProvides

modProvides: object

[ModProvide.Customizations]

[ModProvide.Customizations]: string = "Customizations"

[ModProvide.ImageOverrides]

[ModProvide.ImageOverrides]: string = "Retextures"

[ModProvide.LanguageExtensions]

[ModProvide.LanguageExtensions]: string = "Language Extensions"

[ModProvide.Languages]

[ModProvide.Languages]: string = "Language"

[ModProvide.Scripts]

[ModProvide.Scripts]: string = "Scripts"

[ModProvide.Stylesheets]

[ModProvide.Stylesheets]: string = "Restyles"

Const modRegistrationTimes

modRegistrationTimes: object

[ModRegistrationType.Action]

[ModRegistrationType.Action]: Load = ModRegistrationTime.Load

[ModRegistrationType.Bindable]

[ModRegistrationType.Bindable]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Command]

[ModRegistrationType.Command]: Load = ModRegistrationTime.Load

[ModRegistrationType.Creature]

[ModRegistrationType.Creature]: Load = ModRegistrationTime.Load

[ModRegistrationType.Dialog]

[ModRegistrationType.Dialog]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Dictionary]

[ModRegistrationType.Dictionary]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.DoodadGroup]

[ModRegistrationType.DoodadGroup]: Load = ModRegistrationTime.Load

[ModRegistrationType.Doodad]

[ModRegistrationType.Doodad]: Load = ModRegistrationTime.Load

[ModRegistrationType.HelpArticle]

[ModRegistrationType.HelpArticle]: Load = ModRegistrationTime.Load

[ModRegistrationType.InspectionType]

[ModRegistrationType.InspectionType]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.InterModRegistration]

[ModRegistrationType.InterModRegistration]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.InterModRegistry]

[ModRegistrationType.InterModRegistry]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.InterruptChoice]

[ModRegistrationType.InterruptChoice]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Interrupt]

[ModRegistrationType.Interrupt]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.ItemGroup]

[ModRegistrationType.ItemGroup]: Load = ModRegistrationTime.Load

[ModRegistrationType.Item]

[ModRegistrationType.Item]: Load = ModRegistrationTime.Load

[ModRegistrationType.LanguageExtension]

[ModRegistrationType.LanguageExtension]: Setup = ModRegistrationTime.Setup

[ModRegistrationType.Language]

[ModRegistrationType.Language]: Setup = ModRegistrationTime.Setup

[ModRegistrationType.MenuBarButton]

[ModRegistrationType.MenuBarButton]: Load = ModRegistrationTime.Load

[ModRegistrationType.MessageSource]

[ModRegistrationType.MessageSource]: Load = ModRegistrationTime.Load

[ModRegistrationType.Message]

[ModRegistrationType.Message]: Load = ModRegistrationTime.Load

[ModRegistrationType.MusicTrack]

[ModRegistrationType.MusicTrack]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.NPC]

[ModRegistrationType.NPC]: Load = ModRegistrationTime.Load

[ModRegistrationType.Note]

[ModRegistrationType.Note]: Load = ModRegistrationTime.Load

[ModRegistrationType.OptionsSection]

[ModRegistrationType.OptionsSection]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Overlay]

[ModRegistrationType.Overlay]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Packet]

[ModRegistrationType.Packet]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.QuestRequirement]

[ModRegistrationType.QuestRequirement]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Quest]

[ModRegistrationType.Quest]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Registry]

[ModRegistrationType.Registry]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Skill]

[ModRegistrationType.Skill]: Load = ModRegistrationTime.Load

[ModRegistrationType.SoundEffect]

[ModRegistrationType.SoundEffect]: Initialize = ModRegistrationTime.Initialize

[ModRegistrationType.Stat]

[ModRegistrationType.Stat]: Load = ModRegistrationTime.Load

[ModRegistrationType.StatusEffect]

[ModRegistrationType.StatusEffect]: Load = ModRegistrationTime.Load

[ModRegistrationType.TerrainDecoration]

[ModRegistrationType.TerrainDecoration]: Load = ModRegistrationTime.Load

[ModRegistrationType.Terrain]

[ModRegistrationType.Terrain]: Load = ModRegistrationTime.Load

[ModRegistrationType.TileEvent]

[ModRegistrationType.TileEvent]: Load = ModRegistrationTime.Load

[ModRegistrationType.TileLayerType]

[ModRegistrationType.TileLayerType]: Load = ModRegistrationTime.Load

[ModRegistrationType.WorldLayer]

[ModRegistrationType.WorldLayer]: Load = ModRegistrationTime.Load

Const modSorts

modSorts: object

[ModSort.Author]

[ModSort.Author]: string = "Author"

[ModSort.CreatedDate]

[ModSort.CreatedDate]: string = "Created Date"

[ModSort.InstallDate]

[ModSort.InstallDate]: string = "Install Date"

[ModSort.LastUpdated]

[ModSort.LastUpdated]: string = "Last Update Date"

[ModSort.Name]

[ModSort.Name]: string = "Name"

Const modTypes

modTypes: object

[ModType.Internal]

[ModType.Internal]: string = "Internal"

[ModType.Local]

[ModType.Local]: string = "Local"

[ModType.Workshop]

[ModType.Workshop]: string = "Workshop"

Const modifierMap

modifierMap: object

[KeyModifier.Alt]

[KeyModifier.Alt]: "Alt" = "Alt"

[KeyModifier.Control]

[KeyModifier.Control]: "Ctrl" = "Ctrl"

[KeyModifier.Shift]

[KeyModifier.Shift]: "Shift" = "Shift"

Const musicPlaylists

musicPlaylists: object

[MusicPlaylist.Dynamic]

[MusicPlaylist.Dynamic]: [string, string] = ["Dynamic", "Tracks are chosen based on situation."]

[MusicPlaylist.Ordered]

[MusicPlaylist.Ordered]: [string, string] = ["Ordered", "Tracks play in order."]

[MusicPlaylist.Shuffle]

[MusicPlaylist.Shuffle]: [string, string] = ["Shuffle", "Tracks are randomized."]

Const names

names: object

[Name.First]

[Name.First]: string[] = ["Aann","Aaron","Abbell","Abby","Abell","Abendigo","Abigail","Abigaile","Abigaill","Abigall","Abigell","Abraham","Abrahamt","Abram","Abygall","Acorne","Adah","Adam","Adamo","Adamson","Adamus","Adan","Adanell","Adda","Adde","Addeline","Addenel","Addenell","Addi","Addianall","Addilay","Addilinah","Addilyne","Addin","Addinall","Addinel","Addinell","Adelin","Adelina","Adeline","Adenel","Aderline","Adilene","Adinal","Adinell","Adolina","Adoline","Adria","Adrian","Adylyne","Aelcea","Aelecea","Agatha","Agnas","Agne","Agnees","Agnes","Agness","Agnet","Agneta","Agnete","Agnetum","Agnis","Agnnes","Agnus","Ailca","Ailes","Ailez","Ailic","Ailice","Ailles","Aillice","Ails","Alacs","Alas","Alathea","Albany","Albert","Alc","Alce","Alcie","Aleezes","Alen","Ales","Alesabeth","Aleson","Alesonne","Alexander","Alexandrius","Alezes","Alfred","Alia","Alias","Alic","Alica","Alice","Alicea","Alices","Aliceson","Alicia","Aliciam","Alics","Alie","Alies","Alis","Alise","Alisia","Alison","Alisonn","Alisonne","Alithea","Alixander","Alixia","Alizan","Alizander","Alizes","Alizon","All","Allam","Allan","Allas","Allce","Alle","Allea","Allen","Allene","Allenson","Alles","Allese","Alleson","Allesonne","Allexander","Alley","Allic","Allice","Allicea","Allicia","Allicien","Allicksander","Allie","Allies","Alliner","Allines","Allinson","Allis","Allisina","Allisine","Allison","Allisone","Allisonn","Allisonne","Allixander","Alliz","Allizen","Alls","Ally","Allyce","Allye","Allyee","Allysander","Allyso","Allyson","Alm","Alma","Als","Alyce","Alys","Alysand","Alyse","Alyson","Alysone","Alyxander","Ambras","Ambros","Ambrose","Ambrosius","Ambrosse","Ambus","Amcoats","Amelia","Ames","Ammeras","Amorous","Amos","Amoz","Amyell","Ana","Anastasia","Andecus","Anderson","Andre","Andreas","Andrew","Andrewe","Andro","Ane","Aneran","Anerilla","Anes","Angas","Anges","Angness","Anias","Ann","Anna","Annae","Annam","Annan","Annas","Anne","Annee","Annes","Annie","Annis","Anns","Annus","Antho","Anthona","Anthone","Anthoney","Anthonia","Anthonie","Anthonius","Anthony","Anthonyas","Anthonye","Anthonyne","Anthus","Antoni","Antonie","Antonius","Antony","Apolin","Apollina","Appilby","Appolina","Appollina","Arabaell","Arch","Archabald","Archbad","Archbald","Archbold","Arche","Archebald","Archibald","Archiball","Arcye","Aribald","Arison","Aristoteles","Armstrong","Arnst","Aron","Arraell","Arthro","Arthur","Arthura","Arthure","Ather","Atkinson","Aubone","Augs","Augustus","Auther","Avarall","Avarill","Avary","Averall","Averell","Averilde","Averill","Avery","Avirilla","Avis","Awdria","Ayles","Aylles","Ayres","Aysley","Babora","Bailey","Bainbridge","Baker","Bales","Banbara","Barba","Barbaa","Barbar","Barbara","Barbarah","Barbaraye","Barbare","Barbarey","Barbari","Barbaria","Barbarie","Barbarry","Barbary","Barbarye","Barbay","Barbere","Barberey","Barberie","Barberre","Barberry","Barbery","Barberye","Barbiry","Barbra","Barbray","Barbre","Barholemew","Barker","Barnabas","Barnabie","Barnaby","Barnabye","Barnard","Barnarde","Barnatt","Barnerd","Barnes","Barnet","Barnett","Barniby","Bartell","Barterim","Barthilmew","Bartholelmew","Bartholemeus","Bartholemew","Bartholew","Barthollomewe","Bartholomew","Barthram","Bartill","Bartle","Bartlemew","Barton","Bartram","Bartrame","Bartramus","Barty","Bartyllmew","Bateman","Batholemew","Bathsheba","Bavington","Beale","Beata","Beatrice","Beatrix","Beeley","Beell","Beitresse","Belbie","Bell","Belle","Bellow","Benamy","Bend","Beniamin","Benjam","Benjamin","Benjanin","Benomi","Benomy","Benson","Benton","Berbarie","Bernard","Bertram","Besse","Bessie","Besy","Bethel","Bethuel","Betreccam","Betris","Betsy","Bett","Bette","Betteires","Betteras","Betteres","Bettireia","Bettram","Bettras","Bettres","Bettress","Bettresse","Bettrice","Bettries","Bettris","Bettriss","Betty","Billhagh","Birget","Blackit","Blanch","Blanhe","Blench","Blythman","Boniventure","Bradberry","Breget","Brian","Briand","Brianus","Brice","Bridget","Bridgett","Bridgetta","Bridggett","Bridgit","Bridgitt","Bridjett","Brien","Brigeta","Brigett","Brigget","Brigitt","Brignal","Brown","Bryan","Bryand","Bryane","Bryget","Bryham","Burnat","Burnip","Byle","Caleb","Calverley","Camela","Camilla","Cancilla","Carolina","Caroline","Carolus","Carter","Cary","Cassandra","Catchisid","Catearan","Cateran","Caterian","Caterine","Catharen","Catharin","Cathe","Catherain","Catheran","Catheren","Catherin","Catherina","Catherine","Cathering","Catherne","Catheron","Catheryen","Catheryn","Catheryne","Cathran","Cathren","Cathrin","Cathrine","Catren","Catteryn","Cattyrynye","Caverley","Cecile","Cecilia","Cecill","Cecilla","Cecille","Cecilliam","Cecily","Ceuse","Chambers","Charilus","Charite","Charitee","Charity","Charitye","Charles","Charlotte","Charlton","Charlys","Charolus","Charrolus","Chatarin","Chatherine","Chestepher","Chipchase","Chispher","Chivett","Chonstans","Chrestepher","Chrestopher","Chrestpher","Chrisephor","Chrishbell","Chrisian","Christabel","Christabell","Christable","Christebell","Christiah","Christia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,"Mark","Marke","Marley","Marmaduck","Marmaducus","Marmaduke","Marmeduke","Marpitt","Marrell","Marriam","Marrie","Marriol","Marry","Marrye","Marryon","Marshall","Martan","Martha","Marthay","Martiey","Martin","Martine","Marting","Martinge","Martinn","Martinus","Martyn","Martyne","Mary","Marya","Maryall","Maryan","Marye","Maryene","Maryon","Maryone","Maryre","Maryta","Mase","Matean","Matew","Mathe","Mather","Matheus","Mathew","Mathewe","Mathias","Matho","Mathocus","Mathyas","Matilda","Matteous","Matteus","Mattew","Mattha","Matthaeus","Matther","Matthew","Matthewe","Matthias","Matthueus","Mattie","Maude","Maudeland","Maudelin","Maudlan","Maudland","Maudlen","Maudlin","Maugham","Maurice","Mawd","Mawde","Mawdyd","Max","Maxwell","May","Mayry","Meall","Merall","Mercall","Mercy","Merell","Mergerie","Mergery","Merial","Meriall","Meriareta","Meril","Meriol","Merioll","Merral","Merrell","Merriall","Merril","Merrill","Merrington","Meryal","Meryall","Metcalfe","Meynell","Mgaret","Mgerie","Mgerye","Micah","Micall","Michael","Michaell","Michaellus","Michale","Michall","Michalle","Micheall","Michel","Michell","Michiell","Michill","Mickell","Micsell","Middleton","Mighall","Milcah","Mildred","Mildreda","Mile","Miles","Miless","Milisat","Milisata","Miller","Milles","Millian","Mirable","Mirall","Mireall","Mirell","Mirial","Miriall","Miriam","Miriel","Miroh","Mirrell","Mirriall","Mirriam","Mirriel","Mistress","Mitchel","Moore","Moorecocke","Moorie","Morley","Morrel","Moses","mother","Moungeye","Mouses","Mtyne","Muirell","Muirill","Mungah","Munge","Mungo","Muriel","Muril","Murriall","Musgrave","Mychaell","Mychaill","Mychall","Mychell","Myghell","Myhell","Myles","Myriell","Myrillam","Myriol","Myrrel","Myrrell","Myrrill","Myryell","Nan","Nancy","Nanne","Naomi","Nathan","Nathaniel","Nathaniell","Nathanyell","Nathen","Necheles","Necholes","Nehemiah","Neil","Nell","Ness","Nevilson","Newark","Newby","Newton","Nichall","Nichallars","Nichol","Nicholas","Nicholaus","Nicholes","Nicholeus","Nichollas","Nicholles","Nicholson","Nicholus","Nickalles","Nickellass","Nicklas","Nickolas","Nickolass","Nickolo","Niclas","Nicolas","Nicolaus","Nicolays","Nicolum","Ninan","Ninian","Ninion","Ninivinus","Noah","Nocholas","Noe","Nycholas","Nycholase","Nycholaus","Nychollas","Nyckolus","Nycolas","Oates","Oboney","Odnell","Oliver","Oliverus","Olivia","Olliuer","Olyver","Onnkin","Osabell","Osmyn","Osvould","Oswald","Oswalds","Oswaldus","Oswan","Oswen","Oswin","Oswine","Oswold","Oswoode","Oswould","Oswoulde","Otilwell","Ottiwell","Ouswan","Ouswould","Owen","Owenanes","Owin","Parcevell","Parcival","Parcivale","Parcivall","Parcivell","Parcuell","Parkin","Parniell","Parseuell","Parseval","Parsevall","Parsevel","Parsevell","Parswell","Partus","Pater","Patience","Patreas","Patriake","Patricius","Patrick","Patricke","Patrike","Patteson","Pattinson","Pattricke","Paul","Pawll","Pearcivall","Peart","Peeter","Pegge","Pemberton","Penelope","Perceuell","Percevall","Percevel","Percillus","Percival","Percivell","Percivellus","Percyvelus","Percywell","Peregrine","Persevell","Persivell","Peter","Peterus","Petronella","Petronnella","Petrum","Petrus","Petter","Pexal","Phatch","Phebe","Pheles","Philas","Philice","Philip","Philipe","Philipp","Philippus","Philis","Phillas","Phillese","Phillice","Phillip","Phillipa","Phillipe","Phillipus","Phillis","Phillise","Philliss","Phillop","Phillope","Phillupp","Philop","Philopeny","Philotis","Phineas","Phoebe","Phyllis","Phyllypp","Pickering","Plato","Presela","Preston","Price","Pricilla","Priscilla","Proctor","Proda","Prudance","Prudence","Prudens","Quintine","Quintmus","Quinton","Quintyne","Quyntane","Raafe","Rabit","Rachael","Rachaell","Rachail","Racheal","Rachel","Rachell","Rachill","Rachus","Rad","Radbus","Raddpus","Raded","Radess","Radol","Radolph","Radolphham","Radolphus","Radul","Radulph","Radulpham","Radulphum","Radulphus","Radulus","Radus","Rafe","Raffe","Rahphe","Raif","Raife","Raiffe","Railph","Rainolde","Raipf","Raiph","Raiphe","Ralf","Ralfe","Rallfe","Rallph","Ralp","Ralph","Ralphe","Ralulphus","Ramshaw","Ranchis","Rancis","Randall","Randell","Randle","Randoll","Raneld","Ranolde","Raph","Raphe","Ratchell","Rauf","Rauff","Rauffe","Rawffe","Rawling","Rawse","Raymond","Raynard","Raynold","Rayold","Rchard","Rearne","Rebbeca","Rebbecca","Rebecca","Rebeccah","Rebeccam","Rebeccha","Rebecka","Rebeckah","Rebeckay","Rebeckey","Rebekah","Rebekak","Recca","Reedheade","Rees","Reg","Reginald","Reinold","Relicta","Renard","Renee","Reneld","Rennald","Rennolde","Renold","Renoldus","Reonarard","Reonard","Rephe","Reuben","Rev","Rey","Reynald","Reynddus","Reyvell","Rhebecca","Rhoda","Rhueben","Ricardin","Ricardus","Riccus","Richad","Richar","Richard","Richarde","Richardes","Richards","Richardson","Richardus","Richart","Riche","Richeard","Richer","Richerd","Richmond","Richus","Ricus","Ridley","Rinion","Roathe","Robard","Robart","Robarte","Robartt","Robartus","Robbert","Roberd","Robert","Roberta","Roberte","Roberts","Robertt","Robertus","Robett",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[Name.Full]

[Name.Full]: string = "{HumanName:First:random}{HumanName:Last? {HumanName:Last:random}}"

[Name.Last]

[Name.Last]: never[] = []

Const networkingOptions

networkingOptions: object

chunkSize

chunkSize: number = 16384

connectionTimeout

connectionTimeout: number = 120000

enablePacketNumberChecks

enablePacketNumberChecks: false = false

enableSeedHistoryChecks

enableSeedHistoryChecks: false = false

enableSteamNetworkConnections

enableSteamNetworkConnections: true = true

enableWebRtcConnections

enableWebRtcConnections: true = true

fakeRoundTripTime

fakeRoundTripTime: number = 0

joinServerTimeout

joinServerTimeout: number = 30000

keepAliveInterval

keepAliveInterval: number = 4000

keepAliveTimeout

keepAliveTimeout: number = 15000

logPackets

logPackets: false = false

logSyncChecks

logSyncChecks: false = false

matchmakingServer

matchmakingServer: string = "mm.waywardgame.com"

matchmakingServerPort

matchmakingServerPort: number = 38740

recentPacketTracking

recentPacketTracking: number = 5

steamNetworkTimeout

steamNetworkTimeout: number = 20000

syncChecks

syncChecks: MultiplayerSyncCheck[] = defaultSyncChecks

webRtcTimeout

webRtcTimeout: number = 6000

Const noteDescriptions

noteDescriptions: object

[Note.Dehydration]

[Note.Dehydration]: object

learnMore

learnMore: Stats = HelpArticle.Stats

[Note.Durability]

[Note.Durability]: object

learnMore

learnMore: Crafting = HelpArticle.Crafting

[Note.Encumbered]

[Note.Encumbered]: object

learnMore

learnMore: Overweight = HelpArticle.Overweight

[Note.Gardening]

[Note.Gardening]: object

learnMore

learnMore: Gardening = HelpArticle.Gardening

[Note.HealthIssues]

[Note.HealthIssues]: object

learnMore

learnMore: Stats = HelpArticle.Stats

[Note.ItemQualities]

[Note.ItemQualities]: object

learnMore

learnMore: ItemQualities = HelpArticle.ItemQualities

[Note.Mercantile]

[Note.Mercantile]: object

learnMore

learnMore: Merchants = HelpArticle.Merchants

[Note.Reputation]

[Note.Reputation]: object

learnMore

learnMore: Reputation = HelpArticle.Reputation

[Note.StaminaReplenishment]

[Note.StaminaReplenishment]: object

learnMore

learnMore: RestingSleeping = HelpArticle.RestingSleeping

[Note.Starvation]

[Note.Starvation]: object

learnMore

learnMore: Stats = HelpArticle.Stats

[Note.ToolUse]

[Note.ToolUse]: object

learnMore

learnMore: HeldItems = HelpArticle.HeldItems

Const notes

notes: object

[Note.BackToCivilization]

[Note.BackToCivilization]: string[] = ["Back to Civilization", `Having found all the treasures, the force that prevented my return back from once I came had finally been lifted. I returned with the treasures in my sailboat, retracing my coordinates from the island to the village I once called my home. I'm not sure if it is "home" anymore.Fortunately, the treasure that I had returned with has made me very wealthy indeed.Even so, something calls me back. Though my time on the island was survival; I survived. I thrived in fact. There's a yearning for excitement. There's a craving for more treasure. To exploit the island of its bounty at the expense of its anger.Is this part of the mystery and why nobody has heard of these places? All who that has heard of them never leave, and even those that do, always even up returning. I must go back. It is no longer an option.Nobody ever truly leaves the island.`]

[Note.Bleeding]

[Note.Bleeding]: string[] = ["Bleeding", "{0?{0}:Using my bare hands to {1}} has caused me to begin bleeding. If I do not cease the flow of blood, my situation will quickly become much grimmer. I must stem the flow of blood using a bandage, tourniquet, or suture. I'm starting to feel a bit faint…"]

[Note.Burned]

[Note.Burned]: string[] = ["Burned", "My seared flesh remains as painful as the moment I burned it. I know that while I am in this constant and unabating pain, my focus and wellbeing will be hampered. It may be wise to attempt to soothe this pain. Perhaps with pouring liquid over the burn, I can stifle the agony. It may be an even wiser idea to take a swim and use the minerals within the water to both sooth and heal the afflicted wound."]

[Note.Caving]

[Note.Caving]: string[] = ["Caving", `When outside, I hear the chirps and calls of birds and small animals, and I hear the strong winds from the ocean rustle the leaves of trees and other fauna. Every once in a while, in the distance, I hear a loud growl or the sounds of a fevered chase through the underbrush, of a predator and its prey.Down here, however, is different story. It is eerily quiet in the depths of the island. And unlike above, the infrequent sounds that I //do// hear send shivers down my spine. A faint tip, tap, as water drips in the distance, a thin whistle as air passes through cracks in the rough stone. An intermittent clicking noise, of what I can only imagine must be the claws of a large arthropod.It would be surprising if these caves didn't have //something// within them. There are other signs of human activity on this island, the caves should be no different. Maybe treasure or other riches. However, I would be lying to myself if I said I wasn't horrified at the thought of continuing deeper.`]

[Note.Combat]

[Note.Combat]: string[] = ["Combat", `As I engage in combat with {0}, I acknowledge it may not be the best course of actions, given my current situation. The concept of //"fight or flight"// remains lingering in my mind. Perhaps running from {0} could be a consideration in the future. Attempting to tame or offer food to the creature has also crossed my mind.If all else fails, I must protect my life through mortal conflict and dispatch of the creature. I will endeavor to record my findings on the effectiveness of my weapons against certain types of creatures. I note for example, that {0} is seemingly resistant to {1?{1}:no} damage types, and vulnerable to {2?{2}:no} damage types. This also applies to the potential damage the creature inflicts on me against my own armor.In a previous situation, parrying proved to be very valuable, allowing me to block incoming attacks from my sparring partner. As long as I hold two weapons or a shield in my off-hand, I should be able to mitigate some damage from my opponent.`]

[Note.Corpse]

[Note.Corpse]: string[] = ["Corpse", "{0} {1?lay:lays} there, lifeless. In order to maintain my own life, perhaps it would be beneficial to use a sharp tool or material to carve {1?these:this} {1?corpses:corpse} and gather the usable remains."]

[Note.CreatureTaming]

[Note.CreatureTaming]: string[] = ["Creature Taming", `I recall a more innocent time in my life as I witness the deceased {0}. The adage, //"violence is not the answer"// floods my mind as I ponder practicing benevolence against the creatures here.I could attempt to tame creatures using my skills; however, perhaps an even better idea would be to offer the creature food it would like to consume. Both options involve getting close to the creature. Perhaps I can simply leave the items on the ground and see if they will act in kindness towards me after accepting my offering as they move towards it. I know I will become more successful with any of these options as my skills grow.`]

[Note.Dehydration]

[Note.Dehydration]: string[] = ["Dehydration", `The rhyme echoes in my head, //"water, water, everywhere, nor any drop to drink"//. My mind runs cloudy; my mouth bone-dry. I'll require water if I am to last any longer.Unfortunately, the largest body of water in my vision is nearly undrinkable in its natural form. I'll need to construct a water still if I am to convert the salinated sea water to potable water. It is quite the endeavor indeed.If I am lucky, I may be able to find fresh water sources inland or in the caves below. It should be drinkable in its natural form, but erring on the side of caution, it may be prudent to boil it for safety.`]

[Note.Durability]

[Note.Durability]: string[] = ["Durability", `My {0} is close to breaking from use. {1?Using my {1}, I should be able to repair it easily enough:With the right resources, I should be able to fashion myself a hammer to repair it}.If I actively search out high quality materials to craft my tools, armor, and weapons with, I can expect much higher durability on them, especially after my skills have improved. {2?I can also craft glue to:If I ever manage to find out how to concoct a glue, I can} further reinforce my items, providing much higher durability.`]

[Note.Encumbered]

[Note.Encumbered]: string[] = ["Encumbered", `This confounded burden! My pack is overflowing with heavy items that I will need to purge in order to decrease my encumbrance. Carrying this many items will slow down my movement and heavily impact my stamina.Some of the heaviest things in my inventory include {0}, {1}, and {2}.`]

[Note.FailureInCrafting]

[Note.FailureInCrafting]: string[] = ["Failure In Crafting", `I failed in my attempt to craft {0}, mostly due to my lack of skill and knowledge in {1}. I think with repeated attempts, I'll gain some knowledge to hopefully succeed in crafting {0} eventually. I also hope that the materials can suffer the wear that my poor crafting skills are placing on them. I may even need to replace some components that I am damaging on each attempt.Although I have many ideas on what to craft with the items in my inventory, some of them may be quite difficult to craft without first having an intermediate, advanced or even expert skill level in the craft for each item.`]

[Note.Gardening]

[Note.Gardening]: string[] = ["Gardening", `As I work on {0}, I reflect on the growth stages of vegetation that I have witnessed. Most plants seem to begin producing the most valuable resources at around the flowering stage, but I have observed the most bountiful haul comes during the ripening stage, when the fruits and vegetables are ripe for the taking and the seeds are available to gather.If I want to succeed at gardening, I may also need to consider trying my hand at crafting fertilizer and fertile soil for my garden. I mustn't also forget to water my plants. Watering them will surely help them grow and survive long enough to produce the resources which seem all too dire in my situation.`]

[Note.HealthIssues]

[Note.HealthIssues]: string[] = ["Health Issues", `My wellbeing is at an all-time low. I'm bruised, battered, and nearly defeated. My only chance at a respite is through medical intervention, rest, healthy foods, or ideally, all three.{0?As much as it pains me to consider it, disassembling my clothing to craft makeshift bandages appears to be a good option in my current predicament.}{1?Luckily, I do have some items to be used for healing within my inventory including {1}.}`]

[Note.Inedible]

[Note.Inedible]: string[] = ["Inedible", "Consuming {0} may not have been the best of ideas. I {1?think I may:am probably lucky not to} have been poisoned by it... It would be prudent to pay better attention to what I ingest. Something like that should only be consumed when I am in dire straits."]

[Note.ItemQualities]

[Note.ItemQualities]: string[] = ["Item Qualities", "As I pick up {0}, I notice it is {Misc:ColorizeQuality:({1},{reformat(1, true):{2} specimen})} indeed. I'm sure using this in a craft will benefit the end result greatly. I also observe it appears to have greater durability and strength than most other items in its class, resulting in much greater endurance when used."]

[Note.Mercantile]

[Note.Mercantile]: string[] = ["Mercantile", `I meet {0} today, a person in a similar state as myself; surviving on this island and living off the land. They seemed friendly enough and offered to trade items they had found with me.My skill in bartering may pay off when deciding on a trade value, which we have signified with a credit system. {0} gives me credit when I give items to them, and reversely, removes credits when I find an item in their inventory worth taking for myself.Even though I found this valuable trading partner, the thought of something more nefarious has crossed my mind. Taking their supply by force would likely put me at odds with the island, but it may be worth it for their belongings and equipment.`]

[Note.Nightfall]

[Note.Nightfall]: string[] = ["Nightfall", "Dusk is quickly approaching. Who could know what creatures lurk in the darkness — it would be wise to seek shelter or make a camp for the night."]

[Note.Poisoned]

[Note.Poisoned]: string[] = ["Poisoned", "My vision blurs as I write this; my stomach tied in knots. {0} has caused me to become poisoned. I can feel myself getting weaker even through the process of writing this note. Thirst consumes me, and my wellbeing is in jeopardy. I must attempt to fabricate a cure. Perhaps plants of a medicinal nature may aid me in this bodily turmoil."]

[Note.Reputation]

[Note.Reputation]: string[] = ["Reputation", `It seems that as time passes and the struggle for survival continues, the actions I take which are averse to the benefit of the island come back to haunt me.When I sow plants, or respect the island's inhabitants, less of them seem to be hostile. Likewise, when I gather resources, deface the landscape, or attack creatures, I see malicious beasts much more frequently.As of writing this, it seems as though the island is {0?{#--message-type-good:benign}:{#--message-type-bad:malign}}. For the benefit of my survival, I may want to limit the scope of my damage to the natural environment.`]

[Note.SeaTravel]

[Note.SeaTravel]: string[] = ["Sea Travel", `I finally made it!{0?My {0} chopped through the rough seas on my journey to this new set of islands.:Although, I felt like I barely made it at all, traveling these seas without a boat was very foolish in hindsight, exhausting me to my very core, and nearly killing me in the process.} {1?{2?Using my {1} and {2}, I was able to significantly speed up my journey, reducing the food and water needed for the voyage.:Using my {1}, I was able to save some time on my journey, but it would have been even faster with {3}, reducing the food and water required even further.}:If I had a sextant and a spyglass, I could have significantly reduced the time needed for the voyage, saving much food and water for the trip. It was difficult navigating the seas without them.}`]

[Note.StaminaReplenishment]

[Note.StaminaReplenishment]: string[] = ["Stamina Replenishment", "My breath is fast and heavy. I'm nearly worked to the point of exhaustion. I should proceed to slow my work to a bare minimum while my stamina replenishes itself. More efficiently, I could try resting on the ground, or even sleep in a bedroll for maximum benefits. Rest is important for my sanity and my survival."]

[Note.Starvation]

[Note.Starvation]: string[] = ["Starvation", `I'm wasting away. Each step I take feels like a step closer to death, and each one of those steps makes me weaker and weaker.I would eat anything in this state. Yes, even all the undesirables I have passed on throughout my life. I'll take the vile organs from a rat, I'll take the bitter seeds from a tree, and I'll even eat any creepy crawlies I discover. Anything for a little sustenance on this blasted island.It might be a good idea to search further out or even think about planting my own crops. I don't know how long I'll be here for. If my hunger is anything to go by, it might not be for much longer.`]

[Note.Stranded]

[Note.Stranded]: string[] = ["Stranded", `I awake to find myself no longer in the company of good men or a fine seafaring vessel. Instead I discover myself in tattered clothing, with but a few possessions: {0}, and other shoddy items.Treasure... The thought is vague and fleeting, but... I remember something about treasure.`]

[Note.ToolUse]

[Note.ToolUse]: string[] = ["Tool Use", `I'm reminded of the proverb, //"the right tool for the right job"// as I attempt to {0} using my bare hands. I know that using a tool for {1} would reduce my change of injury as well as provide much needed efficiency.Furthermore, I've observed the increased efficiency of using a bladed tool while lumberjacking and using a blunt tool while mining. The proverb proves its innate truth.`]

[Note.TreasureHunting]

[Note.TreasureHunting]: string[] = ["Treasure Hunting", `I have happened upon a tattered map and on closer inspection of the drawings, appears to be a marked location. It may take several attempts to decode the map and find the location based on my surroundings, but I believe I should investigate this further. As my skill in cartography improves, I'm sure I will be able to make more of the drawings out. This could very well be a treasure map.Although my memory is fleeting, I do recall my penchant for treasure.`]

Const notifier

notifier: object

addItem

addItem: () => T = stubF()

Type declaration

    • (): T
    • Returns T

addStat

addStat: () => T = stubF()

Type declaration

    • (): T
    • Returns T

clear

clear: () => T = stubF()

Type declaration

    • (): T
    • Returns T

render

render: () => T = stubF()

Type declaration

    • (): T
    • Returns T

setTexture

setTexture: () => T = stubF()

Type declaration

    • (): T
    • Returns T

update

update: () => T = stubF()

Type declaration

    • (): T
    • Returns T

Const npcs

npcs: object

[NPCType.DeathKnight]

[NPCType.DeathKnight]: string = "Death Knight"

[NPCType.Merchant]

[NPCType.Merchant]: string = "Merchant"

Const numberSegment

numberSegment: object

regex

regex: RegExp = /^num\((as words|(\d+)(!?))\):/

handle

  • handle(__namedParameters: [string, undefined, string, string], segment: string, api: ISegmentApi, ...args: any[]): IStringSection[]
  • Parameters

    • __namedParameters: [string, undefined, string, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const numbers

numbers: object

0

0: string = "zero"

1

1: string = "one"

10

10: string = "ten"

11

11: string = "eleven"

12

12: string = "twelve"

13

13: string = "thirteen"

14

14: string = "fourteen"

15

15: string = "fifteen"

16

16: string = "sixteen"

17

17: string = "seventeen"

18

18: string = "eighteen"

19

19: string = "nineteen"

2

2: string = "two"

3

3: string = "three"

4

4: string = "four"

5

5: string = "five"

6

6: string = "six"

7

7: string = "seven"

8

8: string = "eight"

9

9: string = "nine"

billions

billions: string = "{billions} billion{and? {and}}"

hundreds

hundreds: string = "{hundreds} hundred{and? {and}}"

millions

millions: string = "{millions} million{and? {and}}"

ten1

ten1: string = "ten"

ten2

ten2: string = "twenty"

ten3

ten3: string = "thirty"

ten4

ten4: string = "fourty"

ten5

ten5: string = "fifty"

ten6

ten6: string = "sixty"

ten7

ten7: string = "seventy"

ten8

ten8: string = "eighty"

ten9

ten9: string = "ninety"

tens

tens: string = "{tens}{ones?-{ones}}"

thousands

thousands: string = "{thousands} thousand{and? {and}}"

Const oppositeDirection

oppositeDirection: object

[Direction.East]

[Direction.East]: Direction = Direction.West

[Direction.North]

[Direction.North]: Direction = Direction.South

[Direction.South]

[Direction.South]: Direction = Direction.North

[Direction.West]

[Direction.West]: Direction = Direction.East

Const oppositeEdges

oppositeEdges: object

Maps each Edge to the opposite Edge.

[Edge.Bottom]

[Edge.Bottom]: Top = Edge.Top

[Edge.Left]

[Edge.Left]: Right = Edge.Right

[Edge.Right]

[Edge.Right]: Left = Edge.Left

[Edge.Top]

[Edge.Top]: Bottom = Edge.Bottom

Const outputs

outputs: object

[RecipeOutputType.Item]

[RecipeOutputType.Item]: ItemOutput = ItemOutput

Const overlay

overlay: object

size

size: number = 16

type

type: OverlayType = OverlayType.Target

Const particle

particle: object

clear

clear: () => T = stubF()

Type declaration

    • (): T
    • Returns T

create

create: () => T = stubF()

Type declaration

    • (): T
    • Returns T

createMultiple

createMultiple: () => T = stubF()

Type declaration

    • (): T
    • Returns T

render

render: () => T = stubF()

Type declaration

    • (): T
    • Returns T

simulate

simulate: () => T = stubF()

Type declaration

    • (): T
    • Returns T

Const particles

particles: object

[ParticleType.Blood]

[ParticleType.Blood]: IRGB = Color(255, 0, 0)

[ParticleType.Fire]

[ParticleType.Fire]: IRGB = Color(210, 125, 20)

[ParticleType.Milk]

[ParticleType.Milk]: IRGB = Color(255, 255, 255)

[ParticleType.Water]

[ParticleType.Water]: IRGB = Color(12, 128, 247)

Const partsOfDay

partsOfDay: object

[PartOfDay.Dawn]

[PartOfDay.Dawn]: string = "Dawn"

[PartOfDay.Daytime]

[PartOfDay.Daytime]: string = "Daytime"

[PartOfDay.Dusk]

[PartOfDay.Dusk]: string = "Dusk"

[PartOfDay.Nighttime]

[PartOfDay.Nighttime]: string = "Nighttime"

[PartOfDay.Sunrise]

[PartOfDay.Sunrise]: string = "Sunrise"

[PartOfDay.Sunset]

[PartOfDay.Sunset]: string = "Sunset"

Const powerModes

powerModes: object

[PowerMode.Default]

[PowerMode.Default]: string = "Default"

[PowerMode.HighPerformance]

[PowerMode.HighPerformance]: string = "High Performance"

[PowerMode.LowPower]

[PowerMode.LowPower]: string = "Low Power"

Const quadrant

quadrant: object

q1BottomLeft

q1BottomLeft: Vector2 = new Vector2(.5, .25)

q1BottomRight

q1BottomRight: Vector2 = new Vector2(.75, .25)

q1TopLeft

q1TopLeft: Vector2 = new Vector2(.5, 0)

q1TopRight

q1TopRight: Vector2 = new Vector2(.75, 0)

q2BottomLeft

q2BottomLeft: Vector2 = new Vector2(0, .25)

q2BottomRight

q2BottomRight: Vector2 = new Vector2(.25, .25)

q2TopLeft

q2TopLeft: Vector2 = new Vector2(0, 0)

q2TopRight

q2TopRight: Vector2 = new Vector2(.25, 0)

q3BottomLeft

q3BottomLeft: Vector2 = new Vector2(0, .75)

q3BottomRight

q3BottomRight: Vector2 = new Vector2(.25, .75)

q3TopLeft

q3TopLeft: Vector2 = new Vector2(0, .5)

q3TopRight

q3TopRight: Vector2 = new Vector2(.25, .5)

q4BottomLeft

q4BottomLeft: Vector2 = new Vector2(.5, .75)

q4BottomRight

q4BottomRight: Vector2 = new Vector2(.75, .75)

q4TopLeft

q4TopLeft: Vector2 = new Vector2(.5, .5)

q4TopRight

q4TopRight: Vector2 = new Vector2(.75, .5)

Const quadrantComponentContextMenuActions

quadrantComponentContextMenuActions: object

[QuadrantComponentContextMenuAction.Hide]

[QuadrantComponentContextMenuAction.Hide]: string = "Hide"

[QuadrantComponentContextMenuAction.MoveTo]

[QuadrantComponentContextMenuAction.MoveTo]: string = "Move {0} To"

[QuadrantComponentContextMenuAction.SwitchWith]

[QuadrantComponentContextMenuAction.SwitchWith]: string = "Switch With"

Const quadrantComponents

quadrantComponents: object

[QuadrantComponentId.MenuBar]

[QuadrantComponentId.MenuBar]: string = "Menu Bar"

[QuadrantComponentId.Messages]

[QuadrantComponentId.Messages]: string = "Messages"

[QuadrantComponentId.Quickslots]

[QuadrantComponentId.Quickslots]: string = "Quickslots"

[QuadrantComponentId.Stats]

[QuadrantComponentId.Stats]: string = "Stats"

Const qualities

qualities: object

[Quality.Exceptional]

[Quality.Exceptional]: string = "exceptional"

[Quality.Legendary]

[Quality.Legendary]: string = "legendary"

[Quality.None]

[Quality.None]: string = "none"

[Quality.Random]

[Quality.Random]: string = "random"

[Quality.Remarkable]

[Quality.Remarkable]: string = "remarkable"

Const quests

quests: object

[QuestType.Challenge]

[QuestType.Challenge]: [string, string] = ["Challenge","",]

Const randoms

randoms: object

[RandomInstance.MilestoneModifiers]

[RandomInstance.MilestoneModifiers]: Random<SeededGenerator> = randomMilestoneModifiers

[RandomInstance.Seeded]

[RandomInstance.Seeded]: Random<SeededGenerator> = seededRandom

Const recipeSortImplementations

recipeSortImplementations: object

__computed

  • Parameters

    Returns number

Const reformatSegment

reformatSegment: object

regex

regex: RegExp = /^reformat(?:\((\d+|\{[a-zA-Z0-9_-]+(?:\.[a-zA-Z0-9_-]+)*\})(?:,\s*(true|false|\{[a-zA-Z0-9_-]+(?:\.[a-zA-Z0-9_-]+)*\}))?\))?:/

handle

  • handle(__namedParameters: [string, string, string], segment: string, api: ISegmentApi, ...args: any[]): string
  • Parameters

    • __namedParameters: [string, string, string]
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns string

Const registrationTypeToEnumMap

registrationTypeToEnumMap: object

Maps "basic" registration types to their EnumId. "basic" registrations are those which don't need to do anything besides allocate to their enum.

For an example of one that is not basic, see everything above the "default" case in the switch in BaseMod.register

[ModRegistrationType.Action]

[ModRegistrationType.Action]: ActionType = EnumId.ActionType

[ModRegistrationType.DoodadGroup]

[ModRegistrationType.DoodadGroup]: DoodadTypeGroup = EnumId.DoodadTypeGroup

[ModRegistrationType.Doodad]

[ModRegistrationType.Doodad]: DoodadType = EnumId.DoodadType

[ModRegistrationType.HelpArticle]

[ModRegistrationType.HelpArticle]: HelpArticle = EnumId.HelpArticle

[ModRegistrationType.InterruptChoice]

[ModRegistrationType.InterruptChoice]: InterruptChoice = EnumId.InterruptChoice

[ModRegistrationType.Interrupt]

[ModRegistrationType.Interrupt]: Interrupt = EnumId.Interrupt

[ModRegistrationType.ItemGroup]

[ModRegistrationType.ItemGroup]: ItemTypeGroup = EnumId.ItemTypeGroup

[ModRegistrationType.Item]

[ModRegistrationType.Item]: ItemType = EnumId.ItemType

[ModRegistrationType.MenuBarButton]

[ModRegistrationType.MenuBarButton]: MenuBarButton = EnumId.MenuBarButton

[ModRegistrationType.MessageSource]

[ModRegistrationType.MessageSource]: MessageSource = EnumId.MessageSource

[ModRegistrationType.Message]

[ModRegistrationType.Message]: Message = EnumId.Message

[ModRegistrationType.Note]

[ModRegistrationType.Note]: Note = EnumId.Note

[ModRegistrationType.Overlay]

[ModRegistrationType.Overlay]: OverlayType = EnumId.OverlayType

[ModRegistrationType.Skill]

[ModRegistrationType.Skill]: SkillType = EnumId.SkillType

[ModRegistrationType.Stat]

[ModRegistrationType.Stat]: Stat = EnumId.Stat

[ModRegistrationType.TerrainDecoration]

[ModRegistrationType.TerrainDecoration]: TerrainDecoration = EnumId.TerrainDecoration

[ModRegistrationType.TileEvent]

[ModRegistrationType.TileEvent]: TileEventType = EnumId.TileEventType

[ModRegistrationType.TileLayerType]

[ModRegistrationType.TileLayerType]: TileLayer = EnumId.TileLayer

[ModRegistrationType.WorldLayer]

[ModRegistrationType.WorldLayer]: WorldLayer = EnumId.WorldLayer

Const reputation

reputation: object

color

color: string = "var(--color-attribute-reputation)"

displayOrder

displayOrder: number = 0

displayType

displayType: Attribute = StatDisplayType.Attribute

getFormatted

imagePath

  • Uses a different image depending on if your reputation is negative or positive

    Parameters

    Returns string

tooltip

Const requirements

requirements: object

[QuestRequirementType.Build]

[QuestRequirementType.Build]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[]], {}> = BuildRequirement

[QuestRequirementType.CollectItem]

[QuestRequirementType.CollectItem]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], {}> = CollectItemRequirement

[QuestRequirementType.Craft]

[QuestRequirementType.Craft]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], { crafted: number }> = CraftRequirement

[QuestRequirementType.Dismantle]

[QuestRequirementType.Dismantle]: QuestRequirement<[(None | Copal | AnimalSkull | StoneArrow | StoneArrowhead | PileOfAsh | BarkLeggings | BarkShield | BarkTunic | Bone | Branch | CactusSpines | Charcoal | CobblestoneFlooring | CookedMeat | Earthworm | Feather | Fertilizer | WaterskinOfSeawater | FirePlough | BeggartickSeeds | Fossil | GoldCoins | GoldenChalice | GoldenRing | GoldSword | GrassSeeds | IronOre | WoodenDowels | LargeRock | LeafBedroll | LeatherHide | Leaves | Limestone | Log | StoneMortarAndPestle | ButtonMushrooms | Nopal | Peat | Sandstone | PileOfGravel | PileOfBeachSand | WoodenArrow | StoneAxe | Bandage | WovenFabric | CactusNeedle | StoneShovel | WoodenSpear | Suture | Raft | RawMeat | Raspberries | FlyAmanita | Rope | MapleSeeds | Badderlocks | SharpGlass | SharpRock | Skullcap | SmoothRock | Soil | StoneSpear | Stones | StoneWall | String | StrippedBark | TannedLeather | Tannin | MilkThistleSeeds | TreeBark | HoneyFungus | ClematisVine | Twigs | Waterskin | WoodenPole | PeatBandage | Bow | BowDrill | FishingNet | RawCod | CookedCod | StoneCampfire | VineWhip | PileOfSnow | BarkTorch | LitBarkTorch | HandDrill | SmallBag | Shale | SharpenedBone | Grindstone | RawFishSteak | CookedFishSteak | WaterskinOfDesalinatedWater | BoatPaddle | BullBoat | RefinedSand | Spyglass | Flask | RawClay | RawClayBlowpipe | ClayBlowpipe | LeatherBelt | LeatherTunic | LeatherBoots | LeatherCap | LeatherGorget | LeatherPants | LeatherGloves | StoneFurnace | SandstoneKiln | IronTongs | Talc | TalcumPowder | WoodenSandCastFlask | Lens | PlantRoots | LockPick | BoneNeedle | Pineapple | TatteredMap | Coal | WroughtIron | LimestonePowder | IronIngot | Backpack | RottenMeat | StoneHammer | RawChicken | CookedChicken | StoneAnvil | WoodenChest | IronSword | IronBreastplate | IronBoots | IronHelmet | IronGorget | IronGreaves | IronGauntlets | IronShield | SandstoneWall | SandstoneFlooring | SpiderSilk | AnimalFat | TallowTorch | ClayFlakes | GreenSand | OldInstructionalScroll | SlimeGelatin | SlimeGlue | CookedSpiderMeat | SpiderMeat | IronLockPick | RottingVegetation | Chives | IronHammer | IronSpear | IronShovel | IronDoubleAxe | IronPickaxe | Inkstick | Coconut | PalmLeaf | Offal | BoneFragments | LitPoleTorch | Cotton | CottonSeeds | CottonFabric | BonePole | Tourniquet | WroughtIronPickaxe | WroughtIronDoubleAxe | WroughtIronShovel | WroughtIronSpear | WroughtIronHammer | WroughtIronLockPick | WroughtIronShield | WroughtIronGauntlets | WroughtIronGreaves | WroughtIronGorget | WroughtIronHelmet | WroughtIronBoots | WroughtIronBreastPlate | WroughtIronSword | WoodenWall | WoodenFlooring | WoodenDoor | FishingRod | MessageInABottle | CarbonPowder | PileOfCompost | MeltedCopal | WoodenShavings | Deadfall | Snare | WaterskinOfMedicinalWater | CharcoalBandage | WoodenTongs | WroughtIronTongs | SheetOfGlass | SolarStill | StoneWaterStill | Sundial | LitTallowTorch | Sinew | ShortBow | LongBow | CompositeBow | WaterskinOfPurifiedFreshWater | WaterskinOfUnpurifiedFreshWater | GlassBottle | Cork | GlassBottleOfSeawater | GlassBottleOfDesalinatedWater | GlassBottleOfMedicinalWater | GlassBottleOfPurifiedFreshWater | GlassBottleOfUnpurifiedFreshWater | WroughtIronArrow | IronArrow | StoneBullet | WroughtIronBullet | IronBullet | LeatherQuiver | Ectoplasm | MagicalEssence | WoodenFence | CreatureIdol | CordedSling | LeatherSling | WroughtIronArrowhead | IronArrowhead | Hammock | CottonBedroll | FeatherBedroll | RawTaintedMeat | CookedTaintedMeat | StoneKnife | RawBlindfish | CookedBlindfish | Pemmican | CookedPemmican | Sail | Sailboat | ChickenEgg | BoiledChickenEgg | SheafOfHay | Niter | Saltpeter | BlackPowder | FlintlockPistol | Giblets | ExplosiveTrap | SkeletalMageWand | RawClayJug | ClayJug | ClayJugOfSeawater | ClayJugOfDesalinatedWater | ClayJugOfMedicinalWater | ClayJugOfPurifiedFreshWater | ClayJugOfUnpurifiedFreshWater | RawClayBrick | ClayBrick | ClayWall | ClayFlooring | PineappleSeeds | RaspberrySeeds | PricklyPearSeeds | ClematisSeeds | PaperSheet | PaperMold | Beggarticks | MilkThistleFlowers | DrawnMap | TatteredShirt | TatteredPants | WoodenGate | PoisonIvyLeaves | PoisonIvySeeds | WroughtIronChest | IronChest | SwitchgrassSeeds | Apple | SpiderEggs | TailFeathers | AppleSeeds | VenomGland | OrnateWoodenChest | RollOfRedCarpet | OrnateCape | FireBladder | GoldenKey | WoodenSword | ClayKiln | ClayCampfire | ClayFurnace | ClayWaterStill | SandstoneCampfire | SandstoneFurnace | SandstoneWaterStill | StoneKiln | WroughtIronAnvil | IronAnvil | MageRobe | OrbOfInfluence | AnimalClaw | AnimalPelt | AnimalFur | Scales | SharkFin | RawReptileMeat | CookedReptileMeat | Tentacles | CookedTentacles | WormMeat | CookedWormMeat | StonePickaxe | WroughtIronAxe | IronAxe | FertileSoil | StoneHoe | WroughtIronHoe | IronHoe | LavaBeetleHelmet | SpruceCone | SpruceSeeds | SpruceNeedles | CypressCone | CypressSeeds | CypressLeaves | Lettuce | LettuceSeeds | ChiveSeeds | Potato | PotatoSeeds | Carrot | CarrotSeeds | CornEar | CornSeeds | Cucumber | CucumberSeeds | Tomato | TomatoSeeds | Pumpkin | PumpkinSeeds | PricklyPearFruit | SugarCaneStalks | SugarCaneSeeds | BushelOfWheat | Wheat | CookedPotato | CookedCornCob | BundleOfSwitchgrass | Cloak | WoodenMortarAndPestle | SandstoneMortarAndPestle | WroughtIronMortarAndPestle | IronMortarAndPestle | RawClayMortarAndPestle | ClayMortarAndPestle | CopperOre | CopperIngot | CopperPickaxe | CopperDoubleAxe | CopperShovel | CopperSpear | CopperHammer | CopperLockPick | CopperShield | CopperGauntlets | CopperGreaves | CopperGorget | CopperHelmet | CopperBoots | CopperBreastPlate | CopperSword | CopperTongs | CopperArrow | CopperBullet | CopperArrowhead | CopperChest | CopperAnvil | CopperAxe | CopperHoe | CopperMortarAndPestle | WaterskinOfGoatMilk | ClayJugOfGoatMilk | GlassBottleOfGoatMilk | Obsidian | OrnateBlueBook | Journal | MossCoveredBook | GildedRedBook | ArrowShaft | SlitherSucker | AberrantSlitherSucker | StrawHat | BlackplateBoots | BlackplateBreastplate | BlackplateGauntlets | BlackplateGorget | BlackplateGreaves | BlackplateHelmet | DeathKnightAxe | Macuahuitl | ObsidianArrow | ObsidianArrowhead | ObsidianAxe | ObsidianKnife | ObsidianShovel | ObsidianSpear | TumbleweedSeeds | CoconutHusk | PeeledCoconut | CoconutMeat | CoconutContainerOfCoconutWater | CoconutContainer | CoconutContainerOfSeawater | CoconutContainerOfDesalinatedWater | CoconutContainerOfMedicinalWater | CoconutContainerOfPurifiedFreshWater | CoconutContainerOfUnpurifiedFreshWater | CoconutContainerOfGoatMilk | OldEducationalScroll | StrippedLeather | ClaySandCastFlask | SandstoneSandCastFlask | StoneSandCastFlask | AnimalGlue | CopalResin | BoneMeal | PileOfDesertSand | JoshuaTreeLeaves | JoshuaTreeFruit | JoshuaTreeSeeds | CookedJoshuaTreeFruit | JoshuaTreeFlowers | SaguaroCactusFruit | SaguaroCactusSeeds | SaguaroCactusChunk | StoneWell | SandstoneWell | ClayWell | AloeVeraLeaves | AloeVeraSeeds | DeadScorpion | DeadAberrantScorpion | CookedScorpion | CookedAberrantScorpion | ScorpionStinger | CopperBakingTray | WroughtIronBakingTray | IronBakingTray | Flour | Dough | Hardtack | HitchingPost | ShreddedPaper | RawMudskipper | RawAberrantMudskipper | CookedMudskipper | CookedAberrantMudskipper | RawRedSnapper | CookedRedSnapper | RawWalleye | CookedWalleye | WoodenShield | CopperRefinementTools | WroughtIronRefinementTools | IronRefinementTools | ScaleBelt | ScaleVest | ScaleBoots | ScaleCap | ScaleGorget | ScaleLeggings | ScaleGloves | CookedJoshuaTreeFlowers | SaguaroCactusRibs | BladesOfGrass | AnimalDroppings | AnimalDung | Guano | Tallow | TallowCandle | LitTallowCandle | WispDust | MagicalAspect | GoldenSextant | RawChoppedFish | CookedChoppedFish | CookedFishKebab | AshCement | AshCementBrick | AshCementFlooring | AshCementWall | IceShard | PenguinEgg | BoiledPenguinEgg | RawPenguinMeat | CookedPenguinMeat | Crowberries | CookedCrowberries | CrowberrySeeds | Winterberries | WinterberrySeeds | ArcticPoppies | ArcticPoppySeeds | PirateHat | AloeVeraBandage | SharkTooth | Invalid | Sharpened | Carbon | Arrow | CookingEquipment | Fuel | Medicinal | Meat | Bait | Liquid | Treasure | Rock | Compost | Fabric | Needle | Cordage | SharpenedRock | Pole | FireSource | Repairing | Tongs | Hammer | Preservative | Reinforcement | GlassBottleOfPotableWater | Bullet | Transmogrification | WaterskinOfPotableWater | Pulp | ClayJugOfPotableWater | Powder | Equipment | Firemaking | Bedding | Tool | Weapon | Health | Travel | Housing | Heating | Storage | Trap | RawMeat | CookedMeat | ContainerOfSeawater | ContainerOfDesalinatedWater | ContainerOfMedicinalWater | ContainerOfPurifiedFreshWater | ContainerOfUnpurifiedFreshWater | Campfire | Furnace | Kiln | WaterStill | Anvil | Seed | Fruit | Vegetable | Tinder | Bone | Kindling | MortarAndPestle | ContainerOfMilk | Book | CoconutContainerOfPotableWater | SandCastFlask | Glue | FireStarter | Sand | Untradable | Cookware | Refinement | LitTorch | LightDevice | Enchantment | Other | CookedFood | LitCandle | LiquidContainer | FrozenWater | RawFish | Insect | All | Last)[], number], { dismantled: number }> = DismantleRequirement

[QuestRequirementType.Equip]

[QuestRequirementType.Equip]: QuestRequirement<[EquipType[], ItemTypeGroup[]], {}> = EquipRequirement

[QuestRequirementType.KillCreature]

[QuestRequirementType.KillCreature]: QuestRequirement<[CreatureType, number], IKillCreatureRequirement> = KillCreatureRequirement

[QuestRequirementType.KillCreatures]

[QuestRequirementType.KillCreatures]: QuestRequirement<[number], IKillCreaturesRequirement> = KillCreaturesRequirement

[QuestRequirementType.LearnAnySkill]

[QuestRequirementType.LearnAnySkill]: QuestRequirement<[number], {}> = LearnAnySkillRequirement

[QuestRequirementType.LearnSkill]

[QuestRequirementType.LearnSkill]: QuestRequirement<[SkillType, number], {}> = LearnSkillRequirement

[QuestRequirementType.LearnSkills]

[QuestRequirementType.LearnSkills]: QuestRequirement<[number], {}> = LearnSkillsRequirement

[QuestRequirementType.SailToCivilization]

[QuestRequirementType.SailToCivilization]: QuestRequirement<[], {}> = new QuestRequirement({}).setTrigger(Hook.OnSailToCivilization, (api, player) => api.host === player)

[QuestRequirementType.TameCreature]

[QuestRequirementType.TameCreature]: QuestRequirement<[CreatureType, number], ITameCreatureRequirement> = TameCreatureRequirement

[QuestRequirementType.TameCreatures]

[QuestRequirementType.TameCreatures]: QuestRequirement<[number], ITameCreaturesRequirement> = TameCreaturesRequirement

[RecipeRequirementType.Doodad]

[RecipeRequirementType.Doodad]: DoodadRequirement = DoodadRequirement

[RecipeRequirementType.Fire]

[RecipeRequirementType.Fire]: FireRequirement = FireRequirement

[RecipeRequirementType.Item]

[RecipeRequirementType.Item]: ItemRequirement = ItemRequirement

[RecipeRequirementType.Tool]

[RecipeRequirementType.Tool]: ToolRequirement = ToolRequirement

Const resourceLoader

resourceLoader: object

getImageOverride

getImageOverride: () => T = stubF()

Type declaration

    • (): T
    • Returns T

initialize

initialize: () => T = stubF()

Type declaration

    • (): T
    • Returns T

releaseLoadingSlot

releaseLoadingSlot: () => T = stubF()

Type declaration

    • (): T
    • Returns T

takeLoadingSlot

takeLoadingSlot: () => T = stubF()

Type declaration

    • (): T
    • Returns T

updateImageOverrides

updateImageOverrides: () => T = stubF()

Type declaration

    • (): T
    • Returns T

loadResources

  • Returns ResolvablePromise<void>

Const saveSlotSorts

saveSlotSorts: object

[SaveSort.CreatedTime]

[SaveSort.CreatedTime]: string = "Creation Time"

[SaveSort.Name]

[SaveSort.Name]: string = "Name"

[SaveSort.SaveTime]

[SaveSort.SaveTime]: string = "Last Played"

[SaveSort.TurnCount]

[SaveSort.TurnCount]: string = "Turn Count"

Const screenMap

screenMap: object

[ScreenId.Game]

[ScreenId.Game]: GameScreen = GameScreen

[ScreenId.Interrupt]

[ScreenId.Interrupt]: InterruptScreen = InterruptScreen

[ScreenId.MainMenu]

[ScreenId.MainMenu]: MainMenuScreen = MainMenuScreen

[ScreenId.Splash]

[ScreenId.Splash]: SplashScreen = SplashScreen

Const sectionAliasLabels

sectionAliasLabels: object

Guide

Guide: Modding = ChangelogSection.Modding

Performance

Performance: Technical = ChangelogSection.Technical

Refactor

Refactor: Technical = ChangelogSection.Technical

Const shareTypes

shareTypes: object

facebook

facebook: string = "https://www.facebook.com/sharer/sharer.php?u=http%3A//store.steampowered.com/app/379210/"

twitter

twitter: string = "https://twitter.com/home?status=I%20got%20a%20highscore%20of%20{0}%20in%20Wayward%20http%3A//store.steampowered.com/app/379210/%20%23wayward"

Const skills

skills: object

[Skill.Anatomy]

[Skill.Anatomy]: [string, string] = ["anatomy",`- Increases accuracy of creature health, resistance, and vulnerability descriptions.- Decreases chance of bleeding, poisoning, and burning pain from creatures.- Increases accuracy of status effect tooltip descriptions.- Increases effectiveness of healing consumables.- Increases success chance when healing.- Decreases chance of bleeding when using bare hands during combat/gathering.- Increases the amount of resources carved at a time.- Increases effectiveness of eating raw meat.`,]

[Skill.Bartering]

[Skill.Bartering]: [string, string] = ["bartering"," - Influences the amount of barter credit received when trading items.",]

[Skill.Blacksmithing]

[Skill.Blacksmithing]: [string, string] = ["blacksmithing",`- Influences quality and success rate of crafting items using metal.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining metal items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using metal.`,]

[Skill.Botany]

[Skill.Botany]: [string, string] = ["botany",`- Decreases chance of trampling plants when stepping on them.- Increases chance of gathering/harvesting resources on plants.- Increases the quality of resources gathered/harvested from trees and plants.- Decreases chance of stamina reduction while gathering/harvesting from plants.- Decreases chance of damaging the plant when harvesting or gathering from it.- Decreases seed germination time.- Increases the amount of resources gathered/harvested at a time.- Increases effectiveness of eating plant-based consumables.- Increased chance of successfully preserving, transmogrifying, enchanting, and refining plant-based items.`,]

[Skill.Camping]

[Skill.Camping]: [string, string] = ["camping",`- Increases the amount of turns slept when using a bedroll.- Increases chance of starting a fire.- Increases the accuracy of telling the time with a sundial.- Increases the effectiveness of extinguishing open fires with the smother action.- Increases chance to successfully add fuel to a torch.`,]

[Skill.Cartography]

[Skill.Cartography]: [string, string] = ["cartography",`- Increases chance to successfully read tattered maps.- Decreases obscurity when reading tattered maps.- Increases accuracy of detecting the treasure's direction.- Adds ability to reveal fog/unexplored tiles when decoding and drawing maps.`,]

[Skill.Chemistry]

[Skill.Chemistry]: [string, string] = ["chemistry",`- Influences quality and success rate of crafting items using chemical mixtures.- Increases effectiveness of consuming chemical compounds.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using chemical mixtures.`,]

[Skill.Claythrowing]

[Skill.Claythrowing]: [string, string] = ["clay throwing",`- Influences quality and success rate of crafting items using clay.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using clay.`,]

[Skill.Cooking]

[Skill.Cooking]: [string, string] = ["cooking",`- Influences quality and success rate of cooking items (via crafting).- Influences decay of cooked items.- Increases effectiveness of eating cooked food.- Increased chance of successfully preserving, transmogrifying, enchanting, and refining cooked items.- Adds ability to detect crafting efficacy with increasing accuracy when cooking items.`,]

[Skill.Fishing]

[Skill.Fishing]: [string, string] = ["fishing",`- Increases chance to successfully catch a fish. Increases maximum range when using a fishing rod.- Increases the range in which you can gather underwater treasure from.- Increases the chance of successfully catching a fish without bait.`,]

[Skill.Fletching]

[Skill.Fletching]: [string, string] = ["fletching & rangedcraft",`- Influences quality and success rate of crafting arrows, bows, and slings.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining fletched items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting arrows, bows, and slings.`,]

[Skill.Gardening]

[Skill.Gardening]: [string, string] = ["gardening",`- Increases chance of planting a plant or mushroom.- Decreases growth time when watering plants or mushrooms.- Increases chance of successfully tilling.- Decreases chance of stamina reduction while tilling.- Influences quality and success rate of crafting items requiring gardening skill.- Increased chance of successfully transmogrifying, enchanting, and refining items requiring gardening skill.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items requiring gardening skill.`,]

[Skill.Glassblowing]

[Skill.Glassblowing]: [string, string] = ["glassblowing",`- Influences quality and success rate of crafting items using glass.- Increased chance of successfully reinforcing, transmogrifying, enchanting, and refining glass items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using glass.`,]

[Skill.Leatherworking]

[Skill.Leatherworking]: [string, string] = ["leatherworking",`- Influences quality and success rate of crafting items using leather.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining leather items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using leather.`,]

[Skill.LockPicking]

[Skill.LockPicking]: [string, string] = ["lock picking"," - Increases chance to successfully unlock a chest.",]

[Skill.Lumberjacking]

[Skill.Lumberjacking]: [string, string] = ["lumberjacking",`- Increases chance of gathering resources on trees.- Increases the quality of resources gathered from trees.- Decreases chance of stamina reduction while lumberjacking.- Increases the amount of resources gathered at a time.`,]

[Skill.Marksmanship]

[Skill.Marksmanship]: [string, string] = ["marksmanship"," - Increases attack damage, accuracy, and maximum range when using bows and firearms.",]

[Skill.Mining]

[Skill.Mining]: [string, string] = ["mining",`- Increases chance of gathering resources while hitting rock/sandstone or digging.- Decreases chance of stamina reduction while mining and digging.- Increases the quality of resources gathered from rock/sandstone.- Increases the range in which you can gather treasure from.- Increases the amount of resources gathered at a time.`,]

[Skill.Mycology]

[Skill.Mycology]: [string, string] = ["mycology",`- Decreases chance of trampling mushrooms when stepping on them.- Increases chance of gathering/harvested resources on mushrooms.- Increases the quality of resources gathered/harvested from mushrooms.- Decreases chance of stamina reduction while gathering/harvesting from mushrooms.- Decreases chance of damaging the mushrooms when harvesting or gathering from it.- Decreases spore germination time.- Increases the amount of resources gathered/harvested at a time.- Increases effectiveness of eating mushroom consumables.- Increased chance of successfully preserving, transmogrifying, enchanting, and refining mushrooms.`,]

[Skill.None]

[Skill.None]: [string, string] = ["", ""]

[Skill.Parrying]

[Skill.Parrying]: [string, string] = ["parrying",`- Increases your base defense value when holding an item in each hand.- Increases chance to take less damage in combat.- Decreases chance of stamina reduction from being attacked.`,]

[Skill.Stonecrafting]

[Skill.Stonecrafting]: [string, string] = ["stonecrafting",`- Influences quality and success rate of crafting items using stones and rocks.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining stone items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using stones and rocks.`,]

[Skill.Swimming]

[Skill.Swimming]: [string, string] = ["swimming",`- Increases speed in water travel.- Decreases chance of stamina reduction in water.`,]

[Skill.Tactics]

[Skill.Tactics]: [string, string] = ["tactics",`- Increases your base attack value.- Increases chance to hit targets in combat.- Decreases chance of stamina reduction while attacking.- Increases damage when using throwing or marksmanship.`,]

[Skill.Tailoring]

[Skill.Tailoring]: [string, string] = ["tailoring",`- Influences quality and success rate of crafting items using cloth or fabric.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining fabric items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using cloth or fabric.`,]

[Skill.Taming]

[Skill.Taming]: [string, string] = ["taming",`- Increases chance of successfully taming a creature.- Increases length of time creature will be tamed for.- Decreases chance of stamina reduction when taming/offering/milking/hitching/petting.- Decreases amount of happiness reduced when milking goats.- Increases chance of taming when offering an aberrant creature items.- Increased chance of hitching aberrant or untamed creatures.- Increases effectiveness of petting creatures to increase happiness and other bonus effects.`,]

[Skill.Throwing]

[Skill.Throwing]: [string, string] = ["throwing"," - Increases attack damage, accuracy, and maximum range when throwing or slinging an item.",]

[Skill.Tinkering]

[Skill.Tinkering]: [string, string] = ["tinkering",`- Influences quality and success rate of crafting items using miscellaneous resources and methods.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining miscellaneous items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using miscellaneous resources.`,]

[Skill.Trapping]

[Skill.Trapping]: [string, string] = ["trapping",`- Increases the amount of damage and success rate of trapping creatures.- Reduces chance of setting off traps and reduces damage taken from traps.`,]

[Skill.Woodworking]

[Skill.Woodworking]: [string, string] = ["woodworking",`- Influences quality and success rate of crafting items using wood.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, and refining wooden items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using wood.`,]

Const slots

slots: object

[EquipType.Back]

[EquipType.Back]: string = "back"

[EquipType.Belt]

[EquipType.Belt]: string = "belt"

[EquipType.Chest]

[EquipType.Chest]: string = "chest"

[EquipType.Feet]

[EquipType.Feet]: string = "feet"

[EquipType.Hands]

[EquipType.Hands]: string = "hands"

[EquipType.Head]

[EquipType.Head]: string = "head"

[EquipType.Held]

[EquipType.Held]: string = "held"

[EquipType.LeftHand]

[EquipType.LeftHand]: string = "left hand"

[EquipType.Legs]

[EquipType.Legs]: string = "legs"

[EquipType.Neck]

[EquipType.Neck]: string = "neck"

[EquipType.None]

[EquipType.None]: string = "none"

[EquipType.RightHand]

[EquipType.RightHand]: string = "right hand"

Const soundEffectDescriptions

soundEffectDescriptions: object

[SfxType.UiActivate]

[SfxType.UiActivate]: object

variations

variations: number = 1

[SfxType.UiDisable]

[SfxType.UiDisable]: object

variations

variations: number = 1

[SfxType.UiEnable]

[SfxType.UiEnable]: object

variations

variations: number = 1

[SfxType.UiInput]

[SfxType.UiInput]: object

variations

variations: number = 1

[SfxType.UiSelect]

[SfxType.UiSelect]: object

variations

variations: number = 1

Const sources

sources: object

[Source.Action]

[Source.Action]: string = "Action"

[Source.All]

[Source.All]: string = "All"

[Source.Allies]

[Source.Allies]: string = "Humans and Pets"

[Source.Chat]

[Source.Chat]: string = "Chat"

[Source.Combat]

[Source.Combat]: string = "Combat"

[Source.Command]

[Source.Command]: string = "Command"

[Source.Creature]

[Source.Creature]: string = "Creature"

[Source.Equipment]

[Source.Equipment]: string = "Equipment"

[Source.Events]

[Source.Events]: string = "Events"

[Source.Game]

[Source.Game]: string = "Game"

[Source.Item]

[Source.Item]: string = "Item"

[Source.Meta]

[Source.Meta]: string = "Meta"

[Source.Milestone]

[Source.Milestone]: string = "Milestone"

[Source.Multiplayer]

[Source.Multiplayer]: string = "Multiplayer"

[Source.Reputation]

[Source.Reputation]: string = "Reputation"

[Source.Resource]

[Source.Resource]: string = "Resource Collection"

[Source.Skill]

[Source.Skill]: string = "Skill"

[Source.Stat]

[Source.Stat]: string = "Stat"

[Source.Wellbeing]

[Source.Wellbeing]: string = "Well-Being"

Const spriteMap

spriteMap: object

[spriteId(Direction.East, Direction.North)]

[spriteId(Direction.East, Direction.North)]: Vector2 = new Vector2(32, 32)

[spriteId(Direction.East, Direction.South)]

[spriteId(Direction.East, Direction.South)]: Vector2 = new Vector2(48, 32)

[spriteId(Direction.East, Direction.West)]

[spriteId(Direction.East, Direction.West)]: Vector2 = new Vector2(48, 0)

[spriteId(Direction.North, Direction.East)]

[spriteId(Direction.North, Direction.East)]: Vector2 = new Vector2(32, 16)

[spriteId(Direction.North, Direction.South)]

[spriteId(Direction.North, Direction.South)]: Vector2 = new Vector2(32, 0)

[spriteId(Direction.North, Direction.West)]

[spriteId(Direction.North, Direction.West)]: Vector2 = new Vector2(48, 16)

[spriteId(Direction.South, Direction.East)]

[spriteId(Direction.South, Direction.East)]: Vector2 = new Vector2(0, 16)

[spriteId(Direction.South, Direction.North)]

[spriteId(Direction.South, Direction.North)]: Vector2 = Vector2.ZERO

[spriteId(Direction.South, Direction.West)]

[spriteId(Direction.South, Direction.West)]: Vector2 = new Vector2(16, 16)

[spriteId(Direction.West, Direction.East)]

[spriteId(Direction.West, Direction.East)]: Vector2 = new Vector2(16, 0)

[spriteId(Direction.West, Direction.North)]

[spriteId(Direction.West, Direction.North)]: Vector2 = new Vector2(0, 32)

[spriteId(Direction.West, Direction.South)]

[spriteId(Direction.West, Direction.South)]: Vector2 = new Vector2(16, 32)

Const stats

stats: object

[Stat.Attack]

[Stat.Attack]: string = "attack"

[Stat.Benignity]

[Stat.Benignity]: string = "benignity"

[Stat.Defense]

[Stat.Defense]: string = "defense"

[Stat.Happiness]

[Stat.Happiness]: string = "happiness"

[Stat.Health]

[Stat.Health]: string = "health"

[Stat.Hunger]

[Stat.Hunger]: string = "hunger"

[Stat.Malignity]

[Stat.Malignity]: string = "malignity"

[Stat.Metabolism]

[Stat.Metabolism]: string = "metabolism"

[Stat.Petting]

[Stat.Petting]: string = "petting"

[Stat.Produce]

[Stat.Produce]: string = "produce"

[Stat.Reputation]

[Stat.Reputation]: string = "reputation"

[Stat.Stamina]

[Stat.Stamina]: string = "stamina"

[Stat.Strength]

[Stat.Strength]: string = "strength"

[Stat.Tamed]

[Stat.Tamed]: string = "tamed"

[Stat.Thirst]

[Stat.Thirst]: string = "thirst"

[Stat.Waste]

[Stat.Waste]: string = "waste"

[Stat.Weight]

[Stat.Weight]: string = "weight"

Const statusEffects

statusEffects: object

[StatusType.Bleeding]

[StatusType.Bleeding]: [string, string, string, string, string, string, string, string, string, string, string] = ["bleeding", "bleed","{StatusEffect:Bleeding:3}\n{StatusEffect:Bleeding:4:(...)}{StatusEffect:Bleeding:5:(...)}{StatusEffect:Bleeding:6:(...)}{StatusEffect:Bleeding:7:(...)}{StatusEffect:Bleeding:8:(...)}\n{StatusEffect:Bleeding:9:(...)}{StatusEffect:Bleeding:10:(...)}","Your wounds are leaking like a seive.","{1?{2?- Dealing around {#--message-type-bad:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {#--message-type-bad:{2} damage}!}}","{1?:{2?:- Actively dealing damage!}}","{0?\n- {0}% chance to pass each damage tick.}","- Reduces stamina every damage tick.\n","- Reduces hunger timer every damage tick.",]

[StatusType.Burned]

[StatusType.Burned]: [string, string, string, string, string, string, string, string, string] = ["burned", "burn","{StatusEffect:Burned:3}\n{StatusEffect:Burned:4:(...)}{StatusEffect:Burned:5:(...)}{StatusEffect:Burned:6:(...)}{StatusEffect:Burned:7:(...)}{StatusEffect:Burned:8:(...)}","Your skin is raw and inflamed.","{1?{2?- Dealing around {#--message-type-bad:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {#--message-type-bad:{2} damage}!}}","{1?:{2?:- Actively dealing damage!}}","{0?\n- {0}% chance to pass each damage tick.}",]

[StatusType.Dehydrated]

[StatusType.Dehydrated]: [string, string, string, string, string, string] = ["dehydrated", "dehydration","{StatusEffect:Dehydrated:3}\n{StatusEffect:Dehydrated:4:(...)}{StatusEffect:Dehydrated:5:(...)}","Your throat is parched, your mouth is dry, and your head aches.","- Currently dealing {#--message-type-bad:{0} damage}.\n","- Reduces stamina every damage tick.",]

[StatusType.Encumbered]

[StatusType.Encumbered]: [string, string, string, string, string, string, string] = ["encumbered", "encumbrance","{StatusEffect:Encumbered:3}\n{StatusEffect:Encumbered:4:(...)}{StatusEffect:Encumbered:5:(...)}{StatusEffect:Encumbered:6:(...)}","You are carrying too much weight.","{0?- Losing {#--message-type-bad:{1} stamina} per movement!\n}","- Stamina cannot be regained.\n","- Movement speed slowed.",]

[StatusType.Exhausted]

[StatusType.Exhausted]: [string, string, string, string, string, string] = ["exhausted", "exhaustion","{StatusEffect:Exhausted:3}\n{StatusEffect:Exhausted:4:(...)}{StatusEffect:Exhausted:5:(...)}","Your muscles burn and ache.","{0?- Every action causes {1?around {#--message-type-bad:{1} damage}:damage}!\n}","- Movement speed slowed.",]

[StatusType.Poisoned]

[StatusType.Poisoned]: [string, string, string, string, string, string, string, string, string, string, string] = ["poisoned", "poison","{StatusEffect:Poisoned:3}\n{StatusEffect:Poisoned:4:(...)}{StatusEffect:Poisoned:5:(...)}{StatusEffect:Poisoned:6:(...)}{StatusEffect:Poisoned:7:(...)}{StatusEffect:Poisoned:8:(...)}\n{StatusEffect:Poisoned:9:(...)}{StatusEffect:Poisoned:10:(...)}","You feel nauseous as you writhe in pain.","{1?{2?- Dealing around {#--message-type-bad:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {2} damage!}}","{1?:{2?:- Actively dealing damage!}}","{0?\n- {0}% chance to pass each damage tick.}","- Reduces stamina every damage tick.\n","- Reduces thirst timer every damage tick.",]

[StatusType.Starving]

[StatusType.Starving]: [string, string, string, string, string, string] = ["starving", "starvation","{StatusEffect:Starving:3}\n{StatusEffect:Starving:4:(...)}{StatusEffect:Starving:5:(...)}","You feel empty and lethargic as your body begins to consume itself.","- Currently dealing {#--message-type-bad:{0} damage}.\n","- Reduces stamina every damage tick.",]

Const stillVariation

stillVariation: object

getVariationX

  • getVariationX(doodad: Doodad, variationX: number): number
  • Parameters

    • doodad: Doodad
    • variationX: number

    Returns number

getVariationY

  • getVariationY(doodad: Doodad, variationY: number): number
  • Parameters

    • doodad: Doodad
    • variationY: number

    Returns number

Const teamMemberResponsibilities

teamMemberResponsibilities: object

[Responsibility.Art]

[Responsibility.Art]: string = "Art"

[Responsibility.Design]

[Responsibility.Design]: string = "Design"

[Responsibility.Music]

[Responsibility.Music]: string = "Music"

[Responsibility.PR]

[Responsibility.PR]: string = "PR"

[Responsibility.Programming]

[Responsibility.Programming]: string = "Programming"

[Responsibility.UX]

[Responsibility.UX]: string = "UX"

[Responsibility.Web]

[Responsibility.Web]: string = "Web"

Const terrainDecorations

terrainDecorations: object

[TerrainDecoration.Ash]

[TerrainDecoration.Ash]: object

terrainTypes

terrainTypes: Ash[] = [TerrainType.Ash]

adapt

adapt: object

variationCount

variationCount: number = 8

[TerrainDecoration.BeachSand]

[TerrainDecoration.BeachSand]: object

terrainTypes

terrainTypes: BeachSand[] = [TerrainType.BeachSand]

adapt

adapt: object

rarity

rarity: number = 0.7

variationCount

variationCount: number = 8

[TerrainDecoration.Clay]

[TerrainDecoration.Clay]: object

terrainTypes

terrainTypes: Clay[] = [TerrainType.Clay]

adapt

adapt: object

variationCount

variationCount: number = 8

[TerrainDecoration.CoolingLava]

[TerrainDecoration.CoolingLava]: object

terrainTypes

terrainTypes: CoolingLava[] = [TerrainType.CoolingLava]

adapt

adapt: object

animated

animated: true = true

rarity

rarity: number = 0.6

variationCount

variationCount: number = 3

[TerrainDecoration.DesertSand]

[TerrainDecoration.DesertSand]: object

terrainTypes

terrainTypes: DesertSand[] = [TerrainType.DesertSand]

adapt

adapt: object

variationCount

variationCount: number = 8

[TerrainDecoration.Dirt]

[TerrainDecoration.Dirt]: object

terrainTypes

terrainTypes: Dirt[] = [TerrainType.Dirt]

adapt

adapt: object

rarity

rarity: number = 0.3

variationCount

variationCount: number = 8

[TerrainDecoration.FreshWaterIce]

[TerrainDecoration.FreshWaterIce]: object

terrainTypes

terrainTypes: FreshWaterIce[] = [TerrainType.FreshWaterIce]

adapt

adapt: object

innerExclusive

innerExclusive: true = true

rarity

rarity: number = 0.9

variationCount

variationCount: number = 14

[TerrainDecoration.Grass]

[TerrainDecoration.Grass]: object

terrainTypes

terrainTypes: Grass[] = [TerrainType.Grass]

adapt

adapt: object

rarity

rarity: number = 0.9

variationCount

variationCount: number = 8

[TerrainDecoration.Gravel]

[TerrainDecoration.Gravel]: object

terrainTypes

terrainTypes: Gravel[] = [TerrainType.Gravel]

adapt

adapt: object

rarity

rarity: number = 0.7

variationCount

variationCount: number = 8

[TerrainDecoration.Lava]

[TerrainDecoration.Lava]: object

terrainTypes

terrainTypes: Lava[] = [TerrainType.Lava]

adapt

adapt: object

animated

animated: true = true

rarity

rarity: number = 0.9

variationCount

variationCount: number = 3

[TerrainDecoration.Obsidian]

[TerrainDecoration.Obsidian]: object

terrainTypes

terrainTypes: Obsidian[] = [TerrainType.Obsidian]

adapt

adapt: object

innerExclusive

innerExclusive: true = true

variationCount

variationCount: number = 8

[TerrainDecoration.RockGround]

[TerrainDecoration.RockGround]: object

terrainTypes

terrainTypes: RockGround[] = [TerrainType.RockGround]

adapt

adapt: object

innerExclusive

innerExclusive: true = true

rarity

rarity: number = 0.7

variationCount

variationCount: number = 8

[TerrainDecoration.SandstoneGround]

[TerrainDecoration.SandstoneGround]: object

terrainTypes

terrainTypes: SandstoneGround[] = [TerrainType.SandstoneGround]

adapt

adapt: object

innerExclusive

innerExclusive: true = true

rarity

rarity: number = 0.7

variationCount

variationCount: number = 8

[TerrainDecoration.SeawaterIce]

[TerrainDecoration.SeawaterIce]: object

terrainTypes

terrainTypes: SeawaterIce[] = [TerrainType.SeawaterIce]

adapt

adapt: object

innerExclusive

innerExclusive: true = true

rarity

rarity: number = 0.9

variationCount

variationCount: number = 14

[TerrainDecoration.Snow]

[TerrainDecoration.Snow]: object

terrainTypes

terrainTypes: Snow[] = [TerrainType.Snow]

adapt

adapt: object

innerExclusive

innerExclusive: true = true

rarity

rarity: number = 0.8

variationCount

variationCount: number = 8

[TerrainDecoration.Swamp]

[TerrainDecoration.Swamp]: object

terrainTypes

terrainTypes: Swamp[] = [TerrainType.Swamp]

adapt

adapt: object

variationCount

variationCount: number = 8

Const terrains

terrains: object

[Terrain.AshCementFlooring]

[Terrain.AshCementFlooring]: string = "ash cement flooring"

[Terrain.Ash]

[Terrain.Ash]: string = "ash"

[Terrain.BeachSand]

[Terrain.BeachSand]: string = "beach sand"

[Terrain.CaveEntrance]

[Terrain.CaveEntrance]: string = "cave entrance"

[Terrain.ClayFlooring]

[Terrain.ClayFlooring]: string = "clay brick flooring"

[Terrain.Clay]

[Terrain.Clay]: string = "clay"

[Terrain.CobblestoneFlooring]

[Terrain.CobblestoneFlooring]: string = "cobblestone flooring"

[Terrain.CoolingLava]

[Terrain.CoolingLava]: string = "cooling lava"

[Terrain.DeepFreshWater]

[Terrain.DeepFreshWater]: string = "deep fresh water"

[Terrain.DeepSeawater]

[Terrain.DeepSeawater]: string = "deep seawater"

[Terrain.DesertSand]

[Terrain.DesertSand]: string = "desert sand"

[Terrain.Dirt]

[Terrain.Dirt]: string = "dirt"

[Terrain.FertileSoil]

[Terrain.FertileSoil]: string = "fertile soil"

[Terrain.FreezingFreshWater]

[Terrain.FreezingFreshWater]: string = "freezing fresh water"

[Terrain.FreezingSeawater]

[Terrain.FreezingSeawater]: string = "freezing seawater"

[Terrain.FreshWaterIce]

[Terrain.FreshWaterIce]: string = "fresh water ice"

[Terrain.FreshWater]

[Terrain.FreshWater]: string = "fresh water"

[Terrain.Glacier]

[Terrain.Glacier]: string = "glacier"

[Terrain.Grass]

[Terrain.Grass]: string = "grass"

[Terrain.Gravel]

[Terrain.Gravel]: string = "gravel"

[Terrain.Lava]

[Terrain.Lava]: string = "lava"

[Terrain.Obsidian]

[Terrain.Obsidian]: string = "obsidian"

[Terrain.RedCarpet]

[Terrain.RedCarpet]: string = "red carpet"

[Terrain.RockGround]

[Terrain.RockGround]: string = "rock ground"

[Terrain.RocksWithCoal]

[Terrain.RocksWithCoal]: string = "rocks with coal"

[Terrain.RocksWithCopper]

[Terrain.RocksWithCopper]: string = "rocks with copper"

[Terrain.RocksWithIron]

[Terrain.RocksWithIron]: string = "rocks with iron"

[Terrain.RocksWithLimestone]

[Terrain.RocksWithLimestone]: string = "rocks with limestone"

[Terrain.RocksWithSnow]

[Terrain.RocksWithSnow]: string = "rocks with snow"

[Terrain.RocksWithTalc]

[Terrain.RocksWithTalc]: string = "rocks with talc"

[Terrain.Rocks]

[Terrain.Rocks]: string = "rocks"

[Terrain.SandstoneFlooring]

[Terrain.SandstoneFlooring]: string = "sandstone flooring"

[Terrain.SandstoneGround]

[Terrain.SandstoneGround]: string = "sandstone ground"

[Terrain.SandstoneWithCopper]

[Terrain.SandstoneWithCopper]: string = "sandstone with copper"

[Terrain.SandstoneWithIron]

[Terrain.SandstoneWithIron]: string = "sandstone with iron"

[Terrain.SandstoneWithNiter]

[Terrain.SandstoneWithNiter]: string = "sandstone with niter"

[Terrain.SandstoneWithTalc]

[Terrain.SandstoneWithTalc]: string = "sandstone with talc"

[Terrain.Sandstone]

[Terrain.Sandstone]: string = "sandstone"

[Terrain.SeawaterIce]

[Terrain.SeawaterIce]: string = "seawater ice"

[Terrain.Seawater]

[Terrain.Seawater]: string = "seawater"

[Terrain.ShallowFreshWater]

[Terrain.ShallowFreshWater]: string = "shallow fresh water"

[Terrain.ShallowSeawater]

[Terrain.ShallowSeawater]: string = "shallow seawater"

[Terrain.Snow]

[Terrain.Snow]: string = "snow"

[Terrain.Swamp]

[Terrain.Swamp]: string = "swamp"

[Terrain.Void]

[Terrain.Void]: string = "void"

[Terrain.WoodenFlooring]

[Terrain.WoodenFlooring]: string = "wooden flooring"

Const tileEventDescriptions

tileEventDescriptions: object

[TileEventType.Acid]

[TileEventType.Acid]: ITileEventDescription = acid

[TileEventType.AnimalDroppings]

[TileEventType.AnimalDroppings]: ITileEventDescription = animalDroppings

[TileEventType.AnimalDung]

[TileEventType.AnimalDung]: ITileEventDescription = animalDung

[TileEventType.BloodWater]

[TileEventType.BloodWater]: ITileEventDescription = bloodWater

[TileEventType.Blood]

[TileEventType.Blood]: ITileEventDescription = blood

[TileEventType.Fire]

[TileEventType.Fire]: ITileEventDescription = fire

[TileEventType.Guano]

[TileEventType.Guano]: ITileEventDescription = guano

[TileEventType.HoneyFungus]

[TileEventType.HoneyFungus]: ITileEventDescription = fungus

[TileEventType.None]

[TileEventType.None]: any = undefined as any

[TileEventType.TumblingTumbleweed]

[TileEventType.TumblingTumbleweed]: ITileEventDescription = tumbleweed

[TileEventType.WispDust]

[TileEventType.WispDust]: ITileEventDescription = wispDust

Const tileEvents

tileEvents: object

[TileEventType.Acid]

[TileEventType.Acid]: [string, string] = ["acid", "A neon-green ooze; boiling and bubbling into the ground."]

[TileEventType.AnimalDroppings]

[TileEventType.AnimalDroppings]: [string, string] = ["animal droppings", "Droppings produced by a small mammal."]

[TileEventType.AnimalDung]

[TileEventType.AnimalDung]: [string, string] = ["animal dung", "A seemingly fresh pile of feces, excreted from an animal."]

[TileEventType.BloodWater]

[TileEventType.BloodWater]: [string] = ["blood in water"]

[TileEventType.Blood]

[TileEventType.Blood]: [string] = ["blood"]

[TileEventType.Fire]

[TileEventType.Fire]: [string, string] = ["fire", "A dangerous open flame providing heat and light."]

[TileEventType.Guano]

[TileEventType.Guano]: [string, string] = ["guano", "The excrement of a bat, thought to be used as fertilizer."]

[TileEventType.HoneyFungus]

[TileEventType.HoneyFungus]: [string, string] = ["honey fungus", "A parasitic tree fungus that can grow and spread on living, decaying, and dead plant material."]

[TileEventType.None]

[TileEventType.None]: [string, string] = ["", ""]

[TileEventType.TumblingTumbleweed]

[TileEventType.TumblingTumbleweed]: [string, string] = ["tumbling tumbleweed", "A dry and brittle tumbling weed, broken off from its roots and spreading seeds in its meandering path."]

[TileEventType.WispDust]

[TileEventType.WispDust]: [string, string] = ["wisp dust", "A quickly vanishing pile of glowing dust, excreted from a ghostly wisp."]

Const timeIsMap

timeIsMap: object

[PartOfDay.Dawn]

[PartOfDay.Dawn]: Message = Message.TimeIsDawn

[PartOfDay.Daytime]

[PartOfDay.Daytime]: Message = Message.TimeIsDaytime

[PartOfDay.Dusk]

[PartOfDay.Dusk]: Message = Message.TimeIsDusk

[PartOfDay.Nighttime]

[PartOfDay.Nighttime]: Message = Message.TimeIsNighttime

[PartOfDay.Sunrise]

[PartOfDay.Sunrise]: Message = Message.TimeIsSunrise

[PartOfDay.Sunset]

[PartOfDay.Sunset]: Message = Message.TimeIsSunset

Const travelingEffectStrategies

travelingEffectStrategies: object

[TravelingEffectStrategy.AllPlayers]

[TravelingEffectStrategy.AllPlayers]: string = "All Players"

[TravelingEffectStrategy.NoPlayers]

[TravelingEffectStrategy.NoPlayers]: string = "No Players"

[TravelingEffectStrategy.OnlinePlayersOnly]

[TravelingEffectStrategy.OnlinePlayersOnly]: string = "Online Players"

Const tumbleweed

tumbleweed: object

blocksTile

blocksTile: true = true

durability

durability: number = 14

graphicVariation

graphicVariation: true = true

isFlammable

isFlammable: true = true

isTall

isTall: true = true

items

items: ({ type: Twigs } | { type: TumbleweedSeeds })[] = [{ type: ItemType.Twigs },{ type: ItemType.TumbleweedSeeds },]

skillUse

skillUse: Botany = SkillType.Botany

update

  • Parameters

    Returns void

particles

particles: object

b

b: number = 65

g

g: number = 97

r

r: number = 146

Const uiQuadrants

uiQuadrants: object

[Quadrant.BottomLeft]

[Quadrant.BottomLeft]: string = "Bottom Left"

[Quadrant.BottomRight]

[Quadrant.BottomRight]: string = "Bottom Right"

[Quadrant.Bottom]

[Quadrant.Bottom]: string = "Bottom"

[Quadrant.None]

[Quadrant.None]: string = "Storage"

[Quadrant.TopLeft]

[Quadrant.TopLeft]: string = "Top Left"

[Quadrant.TopRight]

[Quadrant.TopRight]: string = "Top Right"

[Quadrant.Top]

[Quadrant.Top]: string = "Top"

Const uiTranslations

uiTranslations: object

[Ui.DifficultyOptionsAberrantSpawnsDisabled]

[Ui.DifficultyOptionsAberrantSpawnsDisabled]: string = "{0?Other }Aberrant Spawns Disabled"

[Ui.DifficultyOptionsAberrantSpawnsOnly]

[Ui.DifficultyOptionsAberrantSpawnsOnly]: string = "{0?Other }Spawns Aberrant Only"

[Ui.DifficultyOptionsBenignityInitial]

[Ui.DifficultyOptionsBenignityInitial]: string = "{#--text-secondary:Initial Benignity:} {0}"

[Ui.DifficultyOptionsBenignityMultiplier]

[Ui.DifficultyOptionsBenignityMultiplier]: string = "{#--text-secondary:Benignity Multiplier:} {num(2):{0}}"

[Ui.DifficultyOptionsCreatureSpawningDisabled]

[Ui.DifficultyOptionsCreatureSpawningDisabled]: string = "{0} Spawning Disabled"

[Ui.DifficultyOptionsCreatureSpawnsAberrantOnly]

[Ui.DifficultyOptionsCreatureSpawnsAberrantOnly]: string = "{0} Spawns Aberrant Only"

[Ui.DifficultyOptionsCreatureSpawnsDefault]

[Ui.DifficultyOptionsCreatureSpawnsDefault]: string = "Default {0} Spawns (Normal & Aberrant)"

[Ui.DifficultyOptionsCreatureSpawnsNoAberrants]

[Ui.DifficultyOptionsCreatureSpawnsNoAberrants]: string = "No Aberrant {0} Spawns"

[Ui.DifficultyOptionsEternalDay]

[Ui.DifficultyOptionsEternalDay]: string = "Eternal Day"

[Ui.DifficultyOptionsEternalNight]

[Ui.DifficultyOptionsEternalNight]: string = "Eternal Night"

[Ui.DifficultyOptionsMalignityInitial]

[Ui.DifficultyOptionsMalignityInitial]: string = "{#--text-secondary:Initial Malignity:} {0}"

[Ui.DifficultyOptionsMalignityMultiplier]

[Ui.DifficultyOptionsMalignityMultiplier]: string = "{#--text-secondary:Malignity Multiplier:} {num(2):{0}}"

[Ui.DifficultyOptionsNoItems]

[Ui.DifficultyOptionsNoItems]: string = "No Starting Items"

[Ui.DifficultyOptionsNoRandomSkills]

[Ui.DifficultyOptionsNoRandomSkills]: string = "No Randomly Generated Skills"

[Ui.DifficultyOptionsPeaceful]

[Ui.DifficultyOptionsPeaceful]: string = "Peaceful"

[Ui.DifficultyOptionsRespawn]

[Ui.DifficultyOptionsRespawn]: string = "Respawn on Death"

[Ui.DifficultyOptionsSkillGainMultiplier]

[Ui.DifficultyOptionsSkillGainMultiplier]: string = "{#--text-secondary:{0?{0}:Global} Skill Gain Multiplier:} {num(2):{1}}"

[Ui.DifficultyOptionsSkillInitial]

[Ui.DifficultyOptionsSkillInitial]: string = "{#--text-secondary:Initial {0?{0} Skill:Global Skills}:} {1}"

[Ui.DifficultyOptionsSkillStartingCount]

[Ui.DifficultyOptionsSkillStartingCount]: string = "{#--text-secondary:Starting Skills:} {0}"

[Ui.DifficultyOptionsSpawnLimit]

[Ui.DifficultyOptionsSpawnLimit]: string = "{#--text-secondary:Spawn Limit:} {0}"

[Ui.DifficultyOptionsStatInitial]

[Ui.DifficultyOptionsStatInitial]: string = "{#--text-secondary:Initial {0}:} {1}%"

[Ui.DifficultyOptionsStatMax]

[Ui.DifficultyOptionsStatMax]: string = "{#--text-secondary:Max {0}:} {1}"

[Ui.DifficultyOptionsStatMultiplier]

[Ui.DifficultyOptionsStatMultiplier]: string = "{#--text-secondary:{0} Change Multiplier:} {num(2):{1}}"

[Ui.DifficultyOptionsStatusEffectMultiplier]

[Ui.DifficultyOptionsStatusEffectMultiplier]: string = "{#--text-secondary:{0} Damage Multiplier:} {num(2):{1}}"

[Ui.DifficultyOptionsStatusEffectPassChanceMultiplier]

[Ui.DifficultyOptionsStatusEffectPassChanceMultiplier]: string = "{#--text-secondary:{0} Pass Chance Multiplier:} {num(2):{1}}"

[Ui.DifficultyOptionsStatusEffectPermanent]

[Ui.DifficultyOptionsStatusEffectPermanent]: string = "Permanently {0}"

[Ui.DifficultyOptionsStatusEffectRateMultiplier]

[Ui.DifficultyOptionsStatusEffectRateMultiplier]: string = "{#--text-secondary:{0} Rate Multiplier:} {num(2):{1}}"

[Ui.DifficultyOptionsStatusEffectStartWith]

[Ui.DifficultyOptionsStatusEffectStartWith]: string = "{0} Initially"

[Ui.DifficultyOptionsStatusEffectUntreatable]

[Ui.DifficultyOptionsStatusEffectUntreatable]: string = "Untreatable {0}"

[Ui.DifficultyOptionsTimeDayLength]

[Ui.DifficultyOptionsTimeDayLength]: string = "{#--text-secondary:Day Length:} {0}"

[Ui.DifficultyOptionsTimeDayPercent]

[Ui.DifficultyOptionsTimeDayPercent]: string = "{0}% Day, {1}% Night"

[Ui.DifficultyOptionsTimeFrozen]

[Ui.DifficultyOptionsTimeFrozen]: string = "Time Never Passes"

[Ui.DifficultyOptionsTimeInitial]

[Ui.DifficultyOptionsTimeInitial]: string = "{#--text-secondary:Initial Time:} {0}"

[Ui.DifficultyOptionsWeightBonus]

[Ui.DifficultyOptionsWeightBonus]: string = "{#--text-secondary:Weight Bonus:} +{0}"

[Ui.EquipmentBack]

[Ui.EquipmentBack]: string = "Back"

[Ui.EquipmentBelt]

[Ui.EquipmentBelt]: string = "Belt"

[Ui.EquipmentChest]

[Ui.EquipmentChest]: string = "Chest"

[Ui.EquipmentFeet]

[Ui.EquipmentFeet]: string = "Feet"

[Ui.EquipmentHands]

[Ui.EquipmentHands]: string = "Hands"

[Ui.EquipmentHead]

[Ui.EquipmentHead]: string = "Head"

[Ui.EquipmentLeftHandOption]

[Ui.EquipmentLeftHandOption]: string = "Left Hand"

[Ui.EquipmentLeftHand]

[Ui.EquipmentLeftHand]: string = "Left Hand (Held)"

[Ui.EquipmentLegs]

[Ui.EquipmentLegs]: string = "Legs"

[Ui.EquipmentNeck]

[Ui.EquipmentNeck]: string = "Neck"

[Ui.EquipmentRightHandOption]

[Ui.EquipmentRightHandOption]: string = "Right Hand"

[Ui.EquipmentRightHand]

[Ui.EquipmentRightHand]: string = "Right Hand (Held)"

[Ui.EquipmentUse]

[Ui.EquipmentUse]: string = "Use"

[Ui.GameActionGather]

[Ui.GameActionGather]: string = "gather"

[Ui.GameDialogBookName]

[Ui.GameDialogBookName]: string = "Book"

[Ui.GameDialogCraftingName]

[Ui.GameDialogCraftingName]: string = "Crafting"

[Ui.GameDialogInspectName]

[Ui.GameDialogInspectName]: string = "Inspect"

[Ui.GameDialogMapName]

[Ui.GameDialogMapName]: string = "Map"

[Ui.GameDialogMapTooltipDecode]

[Ui.GameDialogMapTooltipDecode]: string = "Re-decode"

[Ui.GameDialogMessagesEditFiltersButtonDelete]

[Ui.GameDialogMessagesEditFiltersButtonDelete]: string = "Delete"

[Ui.GameDialogMessagesEditFiltersButtonNew]

[Ui.GameDialogMessagesEditFiltersButtonNew]: string = "New"

[Ui.GameDialogMessagesEditFiltersButtonReset]

[Ui.GameDialogMessagesEditFiltersButtonReset]: string = "Reset"

[Ui.GameDialogMessagesEditFiltersButtonSave]

[Ui.GameDialogMessagesEditFiltersButtonSave]: string = "Save"

[Ui.GameDialogMessagesEditFiltersLabelName]

[Ui.GameDialogMessagesEditFiltersLabelName]: string = "Name"

[Ui.GameDialogMessagesEditFiltersName]

[Ui.GameDialogMessagesEditFiltersName]: string = "Edit Filters"

[Ui.GameDialogMessagesName]

[Ui.GameDialogMessagesName]: string = "Messages"

[Ui.GameDialogMessagesOptionMaxMessages]

[Ui.GameDialogMessagesOptionMaxMessages]: string = "Log Length"

[Ui.GameDialogMessagesOptionShowOptionsButton]

[Ui.GameDialogMessagesOptionShowOptionsButton]: string = "Show Options Button"

[Ui.GameDialogMessagesOptionShowSendButton]

[Ui.GameDialogMessagesOptionShowSendButton]: string = "Show Send Button"

[Ui.GameDialogMessagesOptionTimestamp]

[Ui.GameDialogMessagesOptionTimestamp]: string = "Message Timestamp"

[Ui.GameDialogMilestonesInvisibleMilestone]

[Ui.GameDialogMilestonesInvisibleMilestone]: string = "???"

[Ui.GameDialogMilestonesMilestone]

[Ui.GameDialogMilestonesMilestone]: string = "{0}: {1}"

[Ui.GameDialogMilestonesName]

[Ui.GameDialogMilestonesName]: string = "Milestones"

[Ui.GameDialogMilestonesProgressHidden]

[Ui.GameDialogMilestonesProgressHidden]: string = "?/?"

[Ui.GameDialogMilestonesProgress]

[Ui.GameDialogMilestonesProgress]: string = "{0}/{1}"

[Ui.GameDialogMilestonesSortName]

[Ui.GameDialogMilestonesSortName]: string = "Name"

[Ui.GameDialogMilestonesSortProgress]

[Ui.GameDialogMilestonesSortProgress]: string = "Progress"

[Ui.GameDialogMilestonesTooltipHidden]

[Ui.GameDialogMilestonesTooltipHidden]: string = "This milestone is hidden."

[Ui.GameDialogMilestonesTooltipInvisible]

[Ui.GameDialogMilestonesTooltipInvisible]: string = "This milestone is invisible."

[Ui.GameDialogNotesLinkId]

[Ui.GameDialogNotesLinkId]: string = "#{0}"

[Ui.GameDialogNotesLinkLearnMore]

[Ui.GameDialogNotesLinkLearnMore]: string = "Learn More"

[Ui.GameDialogNotesName]

[Ui.GameDialogNotesName]: string = "Notes"

[Ui.GameDialogNotesNoteLockedDescription]

[Ui.GameDialogNotesNoteLockedDescription]: string = "..."

[Ui.GameDialogNotesNoteLockedTitle]

[Ui.GameDialogNotesNoteLockedTitle]: string = "?"

[Ui.GameDialogNotesNoteNumber]

[Ui.GameDialogNotesNoteNumber]: string = "{0} / {1}"

[Ui.GameDialogNotesNoteTime]

[Ui.GameDialogNotesNoteTime]: string = "Day {0}, {1}"

[Ui.GameDialogNotesSettingsPinUnreadNotesAutomatically]

[Ui.GameDialogNotesSettingsPinUnreadNotesAutomatically]: string = "Pin New/Unread Notes"

[Ui.GameDialogQuestsActiveQuests]

[Ui.GameDialogQuestsActiveQuests]: string = "Active Quests"

[Ui.GameDialogQuestsChildQuests]

[Ui.GameDialogQuestsChildQuests]: string = "Unlocked Quests"

[Ui.GameDialogQuestsCompleteQuest]

[Ui.GameDialogQuestsCompleteQuest]: string = "Complete Quest"

[Ui.GameDialogQuestsCompletedQuests]

[Ui.GameDialogQuestsCompletedQuests]: string = "Completed Quests"

[Ui.GameDialogQuestsLink]

[Ui.GameDialogQuestsLink]: string = "{0}: {1}/{2}"

[Ui.GameDialogQuestsName]

[Ui.GameDialogQuestsName]: string = "Quests"

[Ui.GameDialogQuestsRequirements]

[Ui.GameDialogQuestsRequirements]: string = "Requirements"

[Ui.GameDialogQuickSettingsName]

[Ui.GameDialogQuickSettingsName]: string = "Quick Settings"

[Ui.GameDialogSharedContextMenuResetPosition]

[Ui.GameDialogSharedContextMenuResetPosition]: string = "Reset Position"

[Ui.GameDialogSkillsName]

[Ui.GameDialogSkillsName]: string = "Skills"

[Ui.GameDialogSkillsSkillHover]

[Ui.GameDialogSkillsSkillHover]: string = "{0}: {1}% + {#--item-quality-legendary:{2}%}"

[Ui.GameDialogSkillsSkill]

[Ui.GameDialogSkillsSkill]: string = "{0}: {2?{#--item-quality-legendary:{1}%}:{1}%}"

[Ui.GameDialogSkillsSortLevel]

[Ui.GameDialogSkillsSortLevel]: string = "Level"

[Ui.GameDialogSkillsSortName]

[Ui.GameDialogSkillsSortName]: string = "Name"

[Ui.GameDialogSkillsTooltipBonus]

[Ui.GameDialogSkillsTooltipBonus]: string = "{0}{#--text-secondary::} +{1}%"

[Ui.GameDialogSkillsTooltipBonuses]

[Ui.GameDialogSkillsTooltipBonuses]: string = "{#--text-secondary:Legendary Item Bonuses:}"

[Ui.GameDialogSkillsTooltipCanIncrease]

[Ui.GameDialogSkillsTooltipCanIncrease]: string = "{#--text-secondary:Can Increase:} {0}"

[Ui.GameDialogSkillsTooltipEffects]

[Ui.GameDialogSkillsTooltipEffects]: string = "{#--text-secondary:Effects:}"

[Ui.GameDialogSkillsTooltipReputationImpact]

[Ui.GameDialogSkillsTooltipReputationImpact]: string = "{#--text-secondary:Reputation Impact:} {0}"

[Ui.GameItemBarterCreditTrade]

[Ui.GameItemBarterCreditTrade]: string = "Barter Credit Trade: "

[Ui.GameItemBarterCredit]

[Ui.GameItemBarterCredit]: string = "Barter Credit: "

[Ui.GameMenuBarButtonTooltipActions]

[Ui.GameMenuBarButtonTooltipActions]: string = "Actions"

[Ui.GameMenuBarButtonTooltipBindable]

[Ui.GameMenuBarButtonTooltipBindable]: string = " {#--text-secondary:({Bindings:{0}})}"

[Ui.GameMenuBarButtonTooltipCrafting]

[Ui.GameMenuBarButtonTooltipCrafting]: string = "Crafting"

[Ui.GameMenuBarButtonTooltipEquipment]

[Ui.GameMenuBarButtonTooltipEquipment]: string = "Equipment"

[Ui.GameMenuBarButtonTooltipHelp]

[Ui.GameMenuBarButtonTooltipHelp]: string = "Help"

[Ui.GameMenuBarButtonTooltipInventory]

[Ui.GameMenuBarButtonTooltipInventory]: string = "Inventory"

[Ui.GameMenuBarButtonTooltipMenu]

[Ui.GameMenuBarButtonTooltipMenu]: string = "Menu"

[Ui.GameMenuBarButtonTooltipMessages]

[Ui.GameMenuBarButtonTooltipMessages]: string = "Messages"

[Ui.GameMenuBarButtonTooltipMilestonesDisabled]

[Ui.GameMenuBarButtonTooltipMilestonesDisabled]: string = "No Unlockable Milestones"

[Ui.GameMenuBarButtonTooltipMilestones]

[Ui.GameMenuBarButtonTooltipMilestones]: string = "Milestones"

[Ui.GameMenuBarButtonTooltipNotes]

[Ui.GameMenuBarButtonTooltipNotes]: string = "Notes"

[Ui.GameMenuBarButtonTooltipQuestsDisabled]

[Ui.GameMenuBarButtonTooltipQuestsDisabled]: string = "No Quests"

[Ui.GameMenuBarButtonTooltipQuests]

[Ui.GameMenuBarButtonTooltipQuests]: string = "Quests"

[Ui.GameMenuBarButtonTooltipQuickSettings]

[Ui.GameMenuBarButtonTooltipQuickSettings]: string = "Quick Settings"

[Ui.GameMenuBarButtonTooltipSaveLastTime]

[Ui.GameMenuBarButtonTooltipSaveLastTime]: string = "{#--text-secondary:Saved {0}}"

[Ui.GameMenuBarButtonTooltipSaveSize]

[Ui.GameMenuBarButtonTooltipSaveSize]: string = "{#--text-secondary:Using {0}MB}"

[Ui.GameMenuBarButtonTooltipSaveTurnsAgo]

[Ui.GameMenuBarButtonTooltipSaveTurnsAgo]: string = "{#--text-secondary:Saved {0} {reformat({0},false):turn} ago}"

[Ui.GameMenuBarButtonTooltipSave]

[Ui.GameMenuBarButtonTooltipSave]: string = "Save"

[Ui.GameMenuBarButtonTooltipSkills]

[Ui.GameMenuBarButtonTooltipSkills]: string = "Skills"

[Ui.GameMessagesButtonSend]

[Ui.GameMessagesButtonSend]: string = "Say"

[Ui.GameMessagesContextMenuClear]

[Ui.GameMessagesContextMenuClear]: string = "Clear Message History"

[Ui.GameMessagesContextMenuCopy]

[Ui.GameMessagesContextMenuCopy]: string = "Copy Log"

[Ui.GameMessagesContextMenuExport]

[Ui.GameMessagesContextMenuExport]: string = "Export Filtered History"

[Ui.GameMessagesContextMenuShowAsDialog]

[Ui.GameMessagesContextMenuShowAsDialog]: string = "Show Messages As Dialog"

[Ui.GameMessagesDedicatedServerBackupLimitReached]

[Ui.GameMessagesDedicatedServerBackupLimitReached]: string = "Reached max backup limit ({0}). Deleting oldest backup {1}."

[Ui.GameMessagesDedicatedServerBackup]

[Ui.GameMessagesDedicatedServerBackup]: string = "Saved backup to {0}"

[Ui.GameMessagesFilter]

[Ui.GameMessagesFilter]: string = "Filter: {0}"

[Ui.GameMessagesFiltersEdit]

[Ui.GameMessagesFiltersEdit]: string = "Edit"

[Ui.GameMessagesNewNote]

[Ui.GameMessagesNewNote]: string = "You have written a note: {0}"

[Ui.GameMessagesTurn]

[Ui.GameMessagesTurn]: string = "Turn {0}"

[Ui.GameStaticButtonRespawn]

[Ui.GameStaticButtonRespawn]: string = "Respawn"

[Ui.GameStatsPercentage]

[Ui.GameStatsPercentage]: string = "{0}%"

[Ui.GameStatsStatAttackTooltipLeftHand]

[Ui.GameStatsStatAttackTooltipLeftHand]: string = "Left Hand Attack: {#--stat-color:{0}} {#--text-secondary:({1})}"

[Ui.GameStatsStatAttackTooltipRightHand]

[Ui.GameStatsStatAttackTooltipRightHand]: string = "Right Hand Attack: {#--stat-color:{0}} {#--text-secondary:({1})}"

[Ui.GameStatsStatAttackTooltipTactics]

[Ui.GameStatsStatAttackTooltipTactics]: string = "Attack from Tactics: {#--stat-color:{0}}"

[Ui.GameStatsStatAttack]

[Ui.GameStatsStatAttack]: string = "{0}/{1}"

[Ui.GameStatsStatDefenseTooltipBase]

[Ui.GameStatsStatDefenseTooltipBase]: string = "Base Defense: {#--stat-color:{0}}"

[Ui.GameStatsStatDefenseTooltipBlunt]

[Ui.GameStatsStatDefenseTooltipBlunt]: string = "Blunt Resist: {#--stat-color:{0}}"

[Ui.GameStatsStatDefenseTooltipFire]

[Ui.GameStatsStatDefenseTooltipFire]: string = "Fire Resist: {#--stat-color:{0}}"

[Ui.GameStatsStatDefenseTooltipParrying]

[Ui.GameStatsStatDefenseTooltipParrying]: string = "Defense From Parrying: {#--stat-color:{0}}"

[Ui.GameStatsStatDefenseTooltipPiercing]

[Ui.GameStatsStatDefenseTooltipPiercing]: string = "Piercing Resist: {#--stat-color:{0}}"

[Ui.GameStatsStatDefenseTooltipSlashing]

[Ui.GameStatsStatDefenseTooltipSlashing]: string = "Slashing Resist: {#--stat-color:{0}}"

[Ui.GameStatsStatGenericWithMax]

[Ui.GameStatsStatGenericWithMax]: string = "{0}/{1}"

[Ui.GameStatsStatGeneric]

[Ui.GameStatsStatGeneric]: string = "{0}"

[Ui.GameStatsStatHealthStatusWarning]

[Ui.GameStatsStatHealthStatusWarning]: string = "{#--message-type-bad:Dying}"

[Ui.GameStatsStatHealthTooltip]

[Ui.GameStatsStatHealthTooltip]: string = "Health {#--text-secondary:(Strength)}"

[Ui.GameStatsStatHungerStatusBad]

[Ui.GameStatsStatHungerStatusBad]: string = "{#--message-type-bad:Starving}"

[Ui.GameStatsStatHungerStatusWarning]

[Ui.GameStatsStatHungerStatusWarning]: string = "{#--message-type-warning:Hungry}"

[Ui.GameStatsStatHungerTooltip]

[Ui.GameStatsStatHungerTooltip]: string = "Hunger {#--text-secondary:(Metabolism/Starvation)}"

[Ui.GameStatsStatReputationTooltipAverageReputation]

[Ui.GameStatsStatReputationTooltipAverageReputation]: string = "Average Reputation: {#--stat-color:{0}}"

[Ui.GameStatsStatReputationTooltipBenignity]

[Ui.GameStatsStatReputationTooltipBenignity]: string = "Benignity: {#--stat-color:{0}/{1}}"

[Ui.GameStatsStatReputationTooltipDifficultyEasy]

[Ui.GameStatsStatReputationTooltipDifficultyEasy]: string = "Easy"

[Ui.GameStatsStatReputationTooltipDifficultyHard]

[Ui.GameStatsStatReputationTooltipDifficultyHard]: string = "Hard"

[Ui.GameStatsStatReputationTooltipDifficultyInfantile]

[Ui.GameStatsStatReputationTooltipDifficultyInfantile]: string = "Infantile"

[Ui.GameStatsStatReputationTooltipDifficultyInsane]

[Ui.GameStatsStatReputationTooltipDifficultyInsane]: string = "Insane"

[Ui.GameStatsStatReputationTooltipDifficultyMedium]

[Ui.GameStatsStatReputationTooltipDifficultyMedium]: string = "Medium"

[Ui.GameStatsStatReputationTooltipDifficultyNightmare]

[Ui.GameStatsStatReputationTooltipDifficultyNightmare]: string = "Nightmare"

[Ui.GameStatsStatReputationTooltipDifficultySimple]

[Ui.GameStatsStatReputationTooltipDifficultySimple]: string = "Simple"

[Ui.GameStatsStatReputationTooltipDifficultyVeryEasy]

[Ui.GameStatsStatReputationTooltipDifficultyVeryEasy]: string = "Very Easy"

[Ui.GameStatsStatReputationTooltipDifficultyVeryHard]

[Ui.GameStatsStatReputationTooltipDifficultyVeryHard]: string = "Very Hard"

[Ui.GameStatsStatReputationTooltipDifficulty]

[Ui.GameStatsStatReputationTooltipDifficulty]: string = "Difficulty: {#--stat-color:{0}}"

[Ui.GameStatsStatReputationTooltipMalignity]

[Ui.GameStatsStatReputationTooltipMalignity]: string = "Malignity: {#--stat-color:{0}/{1}}"

[Ui.GameStatsStatReputationTooltipScore]

[Ui.GameStatsStatReputationTooltipScore]: string = "Score: {#--stat-color:{0}}"

[Ui.GameStatsStatReputationTooltipTicks]

[Ui.GameStatsStatReputationTooltipTicks]: string = "Ticks: {#--stat-color:{0}}"

[Ui.GameStatsStatReputationTooltipTurn]

[Ui.GameStatsStatReputationTooltipTurn]: string = "Turn: {#--stat-color:{0}}"

[Ui.GameStatsStatStaminaStatusBad]

[Ui.GameStatsStatStaminaStatusBad]: string = "{#--message-type-bad:Exhausted}"

[Ui.GameStatsStatStaminaStatusWarning]

[Ui.GameStatsStatStaminaStatusWarning]: string = "{#--message-type-warning:Tired}"

[Ui.GameStatsStatStaminaTooltip]

[Ui.GameStatsStatStaminaTooltip]: string = "Stamina {#--text-secondary:(Dexterity)}"

[Ui.GameStatsStatThirstStatusBad]

[Ui.GameStatsStatThirstStatusBad]: string = "{#--message-type-bad:Dehydrated}"

[Ui.GameStatsStatThirstStatusWarning]

[Ui.GameStatsStatThirstStatusWarning]: string = "{#--message-type-warning:Thirsty}"

[Ui.GameStatsStatThirstTooltip]

[Ui.GameStatsStatThirstTooltip]: string = "Thirst {#--text-secondary:(Metabolism/Dehydration)}"

[Ui.GameStatsStatWeightStatusBad]

[Ui.GameStatsStatWeightStatusBad]: string = "{#--message-type-bad:Overburdened}"

[Ui.GameStatsStatWeightStatusWarning]

[Ui.GameStatsStatWeightStatusWarning]: string = "{#--message-type-warning:Encumbered}"

[Ui.GameStatsStatWeightTooltip]

[Ui.GameStatsStatWeightTooltip]: string = "Weight {#--text-secondary:(Strength)}"

[Ui.GameStatsStatbar]

[Ui.GameStatsStatbar]: string = "{0} ({1}%)"

[Ui.GameTileInspectionCannotSeeTile]

[Ui.GameTileInspectionCannotSeeTile]: string = "Cannot see inspected tile."

[Ui.GameTooltipLegendaryMaxWeightLabel]

[Ui.GameTooltipLegendaryMaxWeightLabel]: string = "Max Weight"

[Ui.GameTooltipShowMoreInformation]

[Ui.GameTooltipShowMoreInformation]: string = "See More: {Bindings:GameMoreInformation}"

[Ui.HudFilter]

[Ui.HudFilter]: string = "Filter"

[Ui.MenuAboutDescription]

[Ui.MenuAboutDescription]: string = "Learn more about Wayward."

[Ui.MenuAboutGameDescription]

[Ui.MenuAboutGameDescription]: string = "Wayward is a challenging turn-based, top-down, wilderness survival roguelike. Explore, build, and most importantly, survive in these unforgiving lands."

[Ui.MenuAboutSectionContributors]

[Ui.MenuAboutSectionContributors]: string = "Contributors"

[Ui.MenuAboutSectionLibrariesDescription]

[Ui.MenuAboutSectionLibrariesDescription]: string = "Wayward is made possible with the following projects:"

[Ui.MenuAboutSectionLibraries]

[Ui.MenuAboutSectionLibraries]: string = "Libraries"

[Ui.MenuAboutSectionSpecialThanks]

[Ui.MenuAboutSectionSpecialThanks]: string = "Special Thanks"

[Ui.MenuAboutSectionTeam]

[Ui.MenuAboutSectionTeam]: string = "Team"

[Ui.MenuAboutTeamMemberName]

[Ui.MenuAboutTeamMemberName]: string = "{0} {1}"

[Ui.MenuAboutTeamMemberNickname]

[Ui.MenuAboutTeamMemberNickname]: string = "AKA {0}"

[Ui.MenuAboutTeamMemberResponsibilities]

[Ui.MenuAboutTeamMemberResponsibilities]: string = "{0}"

[Ui.MenuAboutTextSpecialThanksTestorsAndDonators]

[Ui.MenuAboutTextSpecialThanksTestorsAndDonators]: string = "An extra special thank you to all the early testers, donators, and other supporters."

[Ui.MenuAboutTitle]

[Ui.MenuAboutTitle]: string = "About"

[Ui.MenuBindingsDescription]

[Ui.MenuBindingsDescription]: string = "Configure the keybinds for all of the game's actions."

[Ui.MenuBindings]

[Ui.MenuBindings]: string = "Bindings"

[Ui.MenuChangelogDescription]

[Ui.MenuChangelogDescription]: string = "View major and minor updates to Wayward."

[Ui.MenuChangelogHeadingChangeCount]

[Ui.MenuChangelogHeadingChangeCount]: string = "({0} changes)"

[Ui.MenuChangelogHeadingFailedLoad]

[Ui.MenuChangelogHeadingFailedLoad]: string = "Failed to load the changelog for {0}."

[Ui.MenuChangelogTitle]

[Ui.MenuChangelogTitle]: string = "Changelog"

[Ui.MenuCharacterCreationButtonExportTooltip]

[Ui.MenuCharacterCreationButtonExportTooltip]: string = "Export"

[Ui.MenuCharacterCreationButtonImportTooltip]

[Ui.MenuCharacterCreationButtonImportTooltip]: string = "Import"

[Ui.MenuCharacterCreationButtonJoinGame]

[Ui.MenuCharacterCreationButtonJoinGame]: string = "Join Game"

[Ui.MenuCharacterCreationButtonRandomizeName]

[Ui.MenuCharacterCreationButtonRandomizeName]: string = "Random"

[Ui.MenuCharacterCreationButtonRandomizeTooltip]

[Ui.MenuCharacterCreationButtonRandomizeTooltip]: string = "Randomize"

[Ui.MenuCharacterCreationButtonRotateLeftTooltip]

[Ui.MenuCharacterCreationButtonRotateLeftTooltip]: string = "Rotate Clockwise"

[Ui.MenuCharacterCreationButtonRotateRightTooltip]

[Ui.MenuCharacterCreationButtonRotateRightTooltip]: string = "Rotate Counter-clockwise"

[Ui.MenuCharacterCreationButtonStartGame]

[Ui.MenuCharacterCreationButtonStartGame]: string = "Start Game"

[Ui.MenuCharacterCreationDescription]

[Ui.MenuCharacterCreationDescription]: string = "Customize your character."

[Ui.MenuCharacterCreationHeadingHairColor]

[Ui.MenuCharacterCreationHeadingHairColor]: string = "Hair Color"

[Ui.MenuCharacterCreationHeadingHairStyle]

[Ui.MenuCharacterCreationHeadingHairStyle]: string = "Hairstyle"

[Ui.MenuCharacterCreationHeadingSkinTone]

[Ui.MenuCharacterCreationHeadingSkinTone]: string = "Skin Tone"

[Ui.MenuCharacterCreationLabelName]

[Ui.MenuCharacterCreationLabelName]: string = "Name"

[Ui.MenuCharacterCreationTitle]

[Ui.MenuCharacterCreationTitle]: string = "Character Creation"

[Ui.MenuCharacterSelectionButtonNewCharacter]

[Ui.MenuCharacterSelectionButtonNewCharacter]: string = "New Character"

[Ui.MenuCharacterSelectionCharacterButtonCustomizeTooltip]

[Ui.MenuCharacterSelectionCharacterButtonCustomizeTooltip]: string = "Customize"

[Ui.MenuCharacterSelectionCharacterButtonDeleteTooltip]

[Ui.MenuCharacterSelectionCharacterButtonDeleteTooltip]: string = "Delete"

[Ui.MenuCharacterSelectionDescription]

[Ui.MenuCharacterSelectionDescription]: string = "Randomize a new character or create from a template."

[Ui.MenuCharacterSelectionHeadingNoCharacters]

[Ui.MenuCharacterSelectionHeadingNoCharacters]: string = "No Saved Templates"

[Ui.MenuCharacterSelectionLabelLastUse]

[Ui.MenuCharacterSelectionLabelLastUse]: string = "Last Used: {0}"

[Ui.MenuCharacterSelectionLabelUseCount]

[Ui.MenuCharacterSelectionLabelUseCount]: string = "Used {0} times"

[Ui.MenuCharacterSelectionTitle]

[Ui.MenuCharacterSelectionTitle]: string = "Character Selection"

[Ui.MenuCustomGameOptionsApplyTravelingEffectsDescription]

[Ui.MenuCustomGameOptionsApplyTravelingEffectsDescription]: string = "Players will lose stamina and gain hunger/thirst when traveling by default."

[Ui.MenuCustomGameOptionsApplyTravelingEffects]

[Ui.MenuCustomGameOptionsApplyTravelingEffects]: string = "Apply Traveling Effects"

[Ui.MenuCustomGameOptionsBenignityInitial]

[Ui.MenuCustomGameOptionsBenignityInitial]: string = "Initial Benignity"

[Ui.MenuCustomGameOptionsBenignityMultiplierTooltip]

[Ui.MenuCustomGameOptionsBenignityMultiplierTooltip]: string = "Scales the benignity gained from actions."

[Ui.MenuCustomGameOptionsBenignityMultiplier]

[Ui.MenuCustomGameOptionsBenignityMultiplier]: string = "Benignity Multiplier"

[Ui.MenuCustomGameOptionsCreatureConfigure]

[Ui.MenuCustomGameOptionsCreatureConfigure]: string = "Add"

[Ui.MenuCustomGameOptionsCreatureNone]

[Ui.MenuCustomGameOptionsCreatureNone]: string = "None"

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescriptionDefault]

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescriptionDefault]: string = "Aberrant creatures will sometimes spawn. {#--text-secondary:(Default)}"

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescriptionExclusively]

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescriptionExclusively]: string = "Only aberrant creatures will spawn."

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescriptionOff]

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescriptionOff]: string = "Only normal creatures will spawn."

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescription]

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescription]: string = "Whether the game should spawn tougher versions of creatures.{#--text-secondary:Currently set to:} {0}"

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawns]

[Ui.MenuCustomGameOptionsCreaturesAberrantSpawns]: string = "Aberrant Spawns"

[Ui.MenuCustomGameOptionsCreaturesAllowAberrantSpawns]

[Ui.MenuCustomGameOptionsCreaturesAllowAberrantSpawns]: string = "Aberrant Spawns"

[Ui.MenuCustomGameOptionsCreaturesAllowSpawning]

[Ui.MenuCustomGameOptionsCreaturesAllowSpawning]: string = "Allow Spawning"

[Ui.MenuCustomGameOptionsCreaturesHeadingIndividualConfigurations]

[Ui.MenuCustomGameOptionsCreaturesHeadingIndividualConfigurations]: string = "Specific Creature Modifiers"

[Ui.MenuCustomGameOptionsCreaturesPeacefulDescription]

[Ui.MenuCustomGameOptionsCreaturesPeacefulDescription]: string = "Creatures will only attack when provoked."

[Ui.MenuCustomGameOptionsCreaturesPeaceful]

[Ui.MenuCustomGameOptionsCreaturesPeaceful]: string = "Peaceful"

[Ui.MenuCustomGameOptionsCreaturesSpawnLimitDescription]

[Ui.MenuCustomGameOptionsCreaturesSpawnLimitDescription]: string = "Limit the amount of creatures that can spawn on map generation or randomly."

[Ui.MenuCustomGameOptionsCreaturesSpawnLimit]

[Ui.MenuCustomGameOptionsCreaturesSpawnLimit]: string = "Spawn Limit"

[Ui.MenuCustomGameOptionsDescription]

[Ui.MenuCustomGameOptionsDescription]: string = "Customize how the game will play."

[Ui.MenuCustomGameOptionsEternalDayDescription]

[Ui.MenuCustomGameOptionsEternalDayDescription]: string = "The sun will never set; the moon will never rise."

[Ui.MenuCustomGameOptionsEternalDay]

[Ui.MenuCustomGameOptionsEternalDay]: string = "Eternal Day"

[Ui.MenuCustomGameOptionsEternalNightDescription]

[Ui.MenuCustomGameOptionsEternalNightDescription]: string = "The moon will never set; the sun will never rise."

[Ui.MenuCustomGameOptionsEternalNight]

[Ui.MenuCustomGameOptionsEternalNight]: string = "Eternal Night"

[Ui.MenuCustomGameOptionsExport]

[Ui.MenuCustomGameOptionsExport]: string = "Export"

[Ui.MenuCustomGameOptionsHeadingCreatures]

[Ui.MenuCustomGameOptionsHeadingCreatures]: string = "Creatures"

[Ui.MenuCustomGameOptionsHeadingGeneral]

[Ui.MenuCustomGameOptionsHeadingGeneral]: string = "General"

[Ui.MenuCustomGameOptionsHeadingInventory]

[Ui.MenuCustomGameOptionsHeadingInventory]: string = "Inventory"

[Ui.MenuCustomGameOptionsHeadingIsland]

[Ui.MenuCustomGameOptionsHeadingIsland]: string = "Island"

[Ui.MenuCustomGameOptionsHeadingReputation]

[Ui.MenuCustomGameOptionsHeadingReputation]: string = "Reputation"

[Ui.MenuCustomGameOptionsHeadingSkills]

[Ui.MenuCustomGameOptionsHeadingSkills]: string = "Skills"

[Ui.MenuCustomGameOptionsHeadingStats]

[Ui.MenuCustomGameOptionsHeadingStats]: string = "Stats"

[Ui.MenuCustomGameOptionsHeadingStatusEffects]

[Ui.MenuCustomGameOptionsHeadingStatusEffects]: string = "Effects"

[Ui.MenuCustomGameOptionsHeadingTime]

[Ui.MenuCustomGameOptionsHeadingTime]: string = "Time"

[Ui.MenuCustomGameOptionsImport]

[Ui.MenuCustomGameOptionsImport]: string = "Import"

[Ui.MenuCustomGameOptionsMalignityInitial]

[Ui.MenuCustomGameOptionsMalignityInitial]: string = "Initial Malignity"

[Ui.MenuCustomGameOptionsMalignityMultiplierTooltip]

[Ui.MenuCustomGameOptionsMalignityMultiplierTooltip]: string = "Scales the malignity gained from actions."

[Ui.MenuCustomGameOptionsMalignityMultiplier]

[Ui.MenuCustomGameOptionsMalignityMultiplier]: string = "Malignity Multiplier"

[Ui.MenuCustomGameOptionsRandomItemsDescription]

[Ui.MenuCustomGameOptionsRandomItemsDescription]: string = "If disabled, players will spawn in the world without starting items."

[Ui.MenuCustomGameOptionsRandomItems]

[Ui.MenuCustomGameOptionsRandomItems]: string = "Generate Random Starting Items"

[Ui.MenuCustomGameOptionsRespawnOnDeathDescription]

[Ui.MenuCustomGameOptionsRespawnOnDeathDescription]: string = "Players will respawn when they die."

[Ui.MenuCustomGameOptionsRespawnOnDeath]

[Ui.MenuCustomGameOptionsRespawnOnDeath]: string = "Respawn On Death"

[Ui.MenuCustomGameOptionsSkillConfigure]

[Ui.MenuCustomGameOptionsSkillConfigure]: string = "Add"

[Ui.MenuCustomGameOptionsSkillInitialRandomCountDescription]

[Ui.MenuCustomGameOptionsSkillInitialRandomCountDescription]: string = "The random starting skills may be overwritten by custom starting skills."

[Ui.MenuCustomGameOptionsSkillInitialRandomCount]

[Ui.MenuCustomGameOptionsSkillInitialRandomCount]: string = "Random Skills"

[Ui.MenuCustomGameOptionsSkillInitial]

[Ui.MenuCustomGameOptionsSkillInitial]: string = "Initial"

[Ui.MenuCustomGameOptionsSkillMultiplierTooltip]

[Ui.MenuCustomGameOptionsSkillMultiplierTooltip]: string = "Scales the rate at which this skill is gained."

[Ui.MenuCustomGameOptionsSkillMultiplier]

[Ui.MenuCustomGameOptionsSkillMultiplier]: string = "Gain Multiplier"

[Ui.MenuCustomGameOptionsSkillNone]

[Ui.MenuCustomGameOptionsSkillNone]: string = "None"

[Ui.MenuCustomGameOptionsSkillsGlobal]

[Ui.MenuCustomGameOptionsSkillsGlobal]: string = "Global Skills Modifier"

[Ui.MenuCustomGameOptionsSkillsHeadingIndividualConfigurations]

[Ui.MenuCustomGameOptionsSkillsHeadingIndividualConfigurations]: string = "Specific Skill Modifiers"

[Ui.MenuCustomGameOptionsStartingIslandBiome]

[Ui.MenuCustomGameOptionsStartingIslandBiome]: string = "Starting Island Biome"

[Ui.MenuCustomGameOptionsStatBonusDisplay]

[Ui.MenuCustomGameOptionsStatBonusDisplay]: string = "+{0}"

[Ui.MenuCustomGameOptionsStatBonus]

[Ui.MenuCustomGameOptionsStatBonus]: string = "Bonus"

[Ui.MenuCustomGameOptionsStatMaxDisplay]

[Ui.MenuCustomGameOptionsStatMaxDisplay]: string = "{1?{0}:Random}"

[Ui.MenuCustomGameOptionsStatMax]

[Ui.MenuCustomGameOptionsStatMax]: string = "Max"

[Ui.MenuCustomGameOptionsStatMultiplierTooltip]

[Ui.MenuCustomGameOptionsStatMultiplierTooltip]: string = "Scales the {0} rate."

[Ui.MenuCustomGameOptionsStatMultiplier]

[Ui.MenuCustomGameOptionsStatMultiplier]: string = "Multiplier"

[Ui.MenuCustomGameOptionsStatNoChange]

[Ui.MenuCustomGameOptionsStatNoChange]: string = "Stationary"

[Ui.MenuCustomGameOptionsStatRegenerationMultiplierTooltip]

[Ui.MenuCustomGameOptionsStatRegenerationMultiplierTooltip]: string = "Scales the rate of {0} regeneration."

[Ui.MenuCustomGameOptionsStatStartingDisplay]

[Ui.MenuCustomGameOptionsStatStartingDisplay]: string = "{1?{0}%:Random}"

[Ui.MenuCustomGameOptionsStatStarting]

[Ui.MenuCustomGameOptionsStatStarting]: string = "Initial"

[Ui.MenuCustomGameOptionsStatusEffectPassChanceMultiplierTooltip]

[Ui.MenuCustomGameOptionsStatusEffectPassChanceMultiplierTooltip]: string = "When {0}, scales the chance of the negative effect passing."

[Ui.MenuCustomGameOptionsStatusEffectPassChanceMultiplier]

[Ui.MenuCustomGameOptionsStatusEffectPassChanceMultiplier]: string = "Pass Multiplier"

[Ui.MenuCustomGameOptionsStatusEffectStartWith]

[Ui.MenuCustomGameOptionsStatusEffectStartWith]: string = "{0} Initially"

[Ui.MenuCustomGameOptionsStatusEffectUntreatableTooltip]

[Ui.MenuCustomGameOptionsStatusEffectUntreatableTooltip]: string = "Whether this status effect is untreatable - if checked, the effect must pass naturally."

[Ui.MenuCustomGameOptionsStatusEffectUntreatable]

[Ui.MenuCustomGameOptionsStatusEffectUntreatable]: string = "Untreatable"

[Ui.MenuCustomGameOptionsTimeDayLengthTooltip]

[Ui.MenuCustomGameOptionsTimeDayLengthTooltip]: string = "The number of turns/ticks in a day."

[Ui.MenuCustomGameOptionsTimeDayLength]

[Ui.MenuCustomGameOptionsTimeDayLength]: string = "Day Length"

[Ui.MenuCustomGameOptionsTimeDayPercentTooltip]

[Ui.MenuCustomGameOptionsTimeDayPercentTooltip]: string = "A number representing how much of the day is "daytime" and, inversely, how much of the day is //not// "night time"."

[Ui.MenuCustomGameOptionsTimeDayPercent]

[Ui.MenuCustomGameOptionsTimeDayPercent]: string = "Day Percent"

[Ui.MenuCustomGameOptionsTimeFrozen]

[Ui.MenuCustomGameOptionsTimeFrozen]: string = "Time Never Passes"

[Ui.MenuCustomGameOptionsTimeInitial]

[Ui.MenuCustomGameOptionsTimeInitial]: string = "Initial Time"

[Ui.MenuCustomGameOptionsTitle]

[Ui.MenuCustomGameOptionsTitle]: string = "Custom Game Options"

[Ui.MenuCustomGameOptionsUseUnlockedRecipes]

[Ui.MenuCustomGameOptionsUseUnlockedRecipes]: string = "Recipes"

[Ui.MenuGameEndContinueAsGhost]

[Ui.MenuGameEndContinueAsGhost]: string = "Explore as Ghost"

[Ui.MenuGameEndExitToMenu]

[Ui.MenuGameEndExitToMenu]: string = "Exit to Title Screen"

[Ui.MenuGameEndReturnToIsland]

[Ui.MenuGameEndReturnToIsland]: string = "Return to the Island"

[Ui.MenuGameEndShareFacebook]

[Ui.MenuGameEndShareFacebook]: string = "Share on Facebook"

[Ui.MenuGameEndShareTwitter]

[Ui.MenuGameEndShareTwitter]: string = "Share on Twitter"

[Ui.MenuGameEndTitleDead]

[Ui.MenuGameEndTitleDead]: string = "You Died"

[Ui.MenuGameEndTitleWon]

[Ui.MenuGameEndTitleWon]: string = "You Won"

[Ui.MenuHelpDescription]

[Ui.MenuHelpDescription]: string = "Information, guides, and other help for playing Wayward."

[Ui.MenuHelpLabelSearch]

[Ui.MenuHelpLabelSearch]: string = "Search"

[Ui.MenuHelpTitle]

[Ui.MenuHelpTitle]: string = "Help"

[Ui.MenuHighscoresCharacterNameUnknown]

[Ui.MenuHighscoresCharacterNameUnknown]: string = "Unknown"

[Ui.MenuHighscoresDescription]

[Ui.MenuHighscoresDescription]: string = "See how well you did in your past adventures."

[Ui.MenuHighscoresDifficultyFilterAll]

[Ui.MenuHighscoresDifficultyFilterAll]: string = "All"

[Ui.MenuHighscoresHighscoreLabelDate]

[Ui.MenuHighscoresHighscoreLabelDate]: string = "{0}"

[Ui.MenuHighscoresHighscoreLabelDeathBy]

[Ui.MenuHighscoresHighscoreLabelDeathBy]: string = "{0}"

[Ui.MenuHighscoresHighscoreLabelDifficulty]

[Ui.MenuHighscoresHighscoreLabelDifficulty]: string = "{0}"

[Ui.MenuHighscoresHighscoreLabelPlace]

[Ui.MenuHighscoresHighscoreLabelPlace]: string = "{0}."

[Ui.MenuHighscoresHighscoreLabelScore]

[Ui.MenuHighscoresHighscoreLabelScore]: string = "Score: {0}"

[Ui.MenuHighscoresHighscoreLabelTurns]

[Ui.MenuHighscoresHighscoreLabelTurns]: string = "Turns: {0}"

[Ui.MenuHighscoresHighscoreReplayWithSettings]

[Ui.MenuHighscoresHighscoreReplayWithSettings]: string = "Replay"

[Ui.MenuHighscoresHighscoreTitle]

[Ui.MenuHighscoresHighscoreTitle]: string = "{0}, {1}"

[Ui.MenuHighscoresTitle]

[Ui.MenuHighscoresTitle]: string = "Highscores"

[Ui.MenuJoinServerChooseModifiersDescription]

[Ui.MenuJoinServerChooseModifiersDescription]: string = "Enable and disable benefits and challenges."

[Ui.MenuJoinServerChooseModifiersTitle]

[Ui.MenuJoinServerChooseModifiersTitle]: string = "Gameplay Modifiers"

[Ui.MenuJoinServerDescription]

[Ui.MenuJoinServerDescription]: string = "Join a multiplayer server."

[Ui.MenuJoinServerInputPlaceholder]

[Ui.MenuJoinServerInputPlaceholder]: string = "Game Code, IP Address, or Hostname"

[Ui.MenuJoinServerNext]

[Ui.MenuJoinServerNext]: string = "Next"

[Ui.MenuJoinServerTitle]

[Ui.MenuJoinServerTitle]: string = "Join a Server"

[Ui.MenuLoadGameButtonDeleteSelectedTooltip]

[Ui.MenuLoadGameButtonDeleteSelectedTooltip]: string = "Delete Saves"

[Ui.MenuLoadGameButtonNewGameButtonImportTooltip]

[Ui.MenuLoadGameButtonNewGameButtonImportTooltip]: string = "Import Save"

[Ui.MenuLoadGameButtonNewGame]

[Ui.MenuLoadGameButtonNewGame]: string = "New Game"

[Ui.MenuLoadGameDescription]

[Ui.MenuLoadGameDescription]: string = "Continue a past game, or create a new game."

[Ui.MenuLoadGameLabelSelected]

[Ui.MenuLoadGameLabelSelected]: string = "{0} Selected"

[Ui.MenuLoadGameSaveButtonDeleteTooltip]

[Ui.MenuLoadGameSaveButtonDeleteTooltip]: string = "Delete Save"

[Ui.MenuLoadGameSaveButtonEditNameTooltip]

[Ui.MenuLoadGameSaveButtonEditNameTooltip]: string = "Edit Name"

[Ui.MenuLoadGameSaveButtonExportTooltip]

[Ui.MenuLoadGameSaveButtonExportTooltip]: string = "Export Save"

[Ui.MenuLoadGameSaveGameDescription]

[Ui.MenuLoadGameSaveGameDescription]: string = "Seed: {0} | Turn: {1} | Game Mode: {2} | Score: {3}"

[Ui.MenuLoadGameSaveGame]

[Ui.MenuLoadGameSaveGame]: string = "Save Game - {0}"

[Ui.MenuLoadGameSaveTooltipLabelCreatedTime]

[Ui.MenuLoadGameSaveTooltipLabelCreatedTime]: string = "{#--text-secondary:Created Time:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelGameMode]

[Ui.MenuLoadGameSaveTooltipLabelGameMode]: string = "{#--text-secondary:Game Mode:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelMods]

[Ui.MenuLoadGameSaveTooltipLabelMods]: string = "{#--text-secondary:Mods:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelOriginalVersion]

[Ui.MenuLoadGameSaveTooltipLabelOriginalVersion]: string = "{#--text-secondary:Original Version:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelSaveTime]

[Ui.MenuLoadGameSaveTooltipLabelSaveTime]: string = "{#--text-secondary:Save Time:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelScore]

[Ui.MenuLoadGameSaveTooltipLabelScore]: string = "{#--text-secondary:Score:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelSeed]

[Ui.MenuLoadGameSaveTooltipLabelSeed]: string = "{#--text-secondary:Seed:} {0}"

[Ui.MenuLoadGameSaveTooltipLabelTurns]

[Ui.MenuLoadGameSaveTooltipLabelTurns]: string = "{#--text-secondary:Turns:} {0}"

[Ui.MenuLoadGameSaveTooltipMod]

[Ui.MenuLoadGameSaveTooltipMod]: string = "{#--{1}:{0}}"

[Ui.MenuLoadGameSaveTooltipNew]

[Ui.MenuLoadGameSaveTooltipNew]: string = "{#--color-save-slot-new:New!}"

[Ui.MenuLoadGameSlotsRemaining]

[Ui.MenuLoadGameSlotsRemaining]: string = "Slots remaining: {0}"

[Ui.MenuLoadGameTitle]

[Ui.MenuLoadGameTitle]: string = "Load Game"

[Ui.MenuMainButtonAbout]

[Ui.MenuMainButtonAbout]: string = "About"

[Ui.MenuMainButtonChangelog]

[Ui.MenuMainButtonChangelog]: string = "Changelog"

[Ui.MenuMainButtonContinueGame]

[Ui.MenuMainButtonContinueGame]: string = "Continue Game"

[Ui.MenuMainButtonHighscores]

[Ui.MenuMainButtonHighscores]: string = "Highscores"

[Ui.MenuMainButtonLoadGame]

[Ui.MenuMainButtonLoadGame]: string = "Load Game"

[Ui.MenuMainButtonMods]

[Ui.MenuMainButtonMods]: string = "Mods"

[Ui.MenuMainButtonMultiplayer]

[Ui.MenuMainButtonMultiplayer]: string = "Multiplayer"

[Ui.MenuMainButtonNewGame]

[Ui.MenuMainButtonNewGame]: string = "New Game"

[Ui.MenuMainButtonNews]

[Ui.MenuMainButtonNews]: string = "News"

[Ui.MenuMainButtonOptions]

[Ui.MenuMainButtonOptions]: string = "Options"

[Ui.MenuMainButtonQuitGame]

[Ui.MenuMainButtonQuitGame]: string = "Quit Game"

[Ui.MenuMilestoneModifiersDescription]

[Ui.MenuMilestoneModifiersDescription]: string = "Add benefits or extra challenges to this game."

[Ui.MenuMilestoneModifiersTitle]

[Ui.MenuMilestoneModifiersTitle]: string = "Milestone Modifiers"

[Ui.MenuModesDescription]

[Ui.MenuModesDescription]: string = "Configure game mode settings."

[Ui.MenuModesTitle]

[Ui.MenuModesTitle]: string = "Modes"

[Ui.MenuModsButtonEditInternalMods]

[Ui.MenuModsButtonEditInternalMods]: string = "Edit Internal Mods"

[Ui.MenuModsButtonModdingGuide]

[Ui.MenuModsButtonModdingGuide]: string = "Modding Guide"

[Ui.MenuModsButtonOpenFolder]

[Ui.MenuModsButtonOpenFolder]: string = "Open Mods Folder"

[Ui.MenuModsButtonOpenWorkshop]

[Ui.MenuModsButtonOpenWorkshop]: string = "Open Steam Workshop"

[Ui.MenuModsDescription]

[Ui.MenuModsDescription]: string = "Manage installed mods and publish your own."

[Ui.MenuModsSectionHeading]

[Ui.MenuModsSectionHeading]: string = "{0} Mods"

[Ui.MenuModsSubmenuEditInternalModsDescription]

[Ui.MenuModsSubmenuEditInternalModsDescription]: string = "Edit the list of internal mods."

[Ui.MenuModsSubmenuEditInternalModsPlaceholderAddNewInternalMod]

[Ui.MenuModsSubmenuEditInternalModsPlaceholderAddNewInternalMod]: string = "Add New Internal Mod"

[Ui.MenuModsSubmenuEditInternalModsTitle]

[Ui.MenuModsSubmenuEditInternalModsTitle]: string = "Edit Internal Mods"

[Ui.MenuModsTitle]

[Ui.MenuModsTitle]: string = "Mods"

[Ui.MenuModsTooltipLabelAuthor]

[Ui.MenuModsTooltipLabelAuthor]: string = "{#--text-secondary:Author:} {0}"

[Ui.MenuModsTooltipLabelCreatedDate]

[Ui.MenuModsTooltipLabelCreatedDate]: string = "{#--text-secondary:Created Date:} {0}"

[Ui.MenuModsTooltipLabelDependencies]

[Ui.MenuModsTooltipLabelDependencies]: string = "{#--text-secondary:Dependencies:} {0}"

[Ui.MenuModsTooltipLabelDescription]

[Ui.MenuModsTooltipLabelDescription]: string = "{#--text-secondary:Description:} {0}"

[Ui.MenuModsTooltipLabelInstallDate]

[Ui.MenuModsTooltipLabelInstallDate]: string = "{#--text-secondary:Install Date:} {0}"

[Ui.MenuModsTooltipLabelLastUpdatedDate]

[Ui.MenuModsTooltipLabelLastUpdatedDate]: string = "{#--text-secondary:Last Updated Date:} {0}"

[Ui.MenuModsTooltipLabelProvides]

[Ui.MenuModsTooltipLabelProvides]: string = "{#--text-secondary:Provides:} {0}"

[Ui.MenuModsTooltipLabelTags]

[Ui.MenuModsTooltipLabelTags]: string = "{#--text-secondary:Tags:} {0}"

[Ui.MenuModsTooltipLabelVersion]

[Ui.MenuModsTooltipLabelVersion]: string = "{#--text-secondary:Version:} {0}"

[Ui.MenuModsTooltipModOptions]

[Ui.MenuModsTooltipModOptions]: string = "Mod Options"

[Ui.MenuModsTooltipMultiplayerCompatibility]

[Ui.MenuModsTooltipMultiplayerCompatibility]: string = "{0?Clientside:{2?Serverside:{1?Multiplayer Compatible:Singleplayer Only}}}"

[Ui.MenuModsTooltipPreventsMilestoneUnlocks]

[Ui.MenuModsTooltipPreventsMilestoneUnlocks]: string = "Prevents Milestone Unlocks"

[Ui.MenuModsTooltipPublishMod]

[Ui.MenuModsTooltipPublishMod]: string = "Publish Mod{0? Update}"

[Ui.MenuModsTooltipUninstallMod]

[Ui.MenuModsTooltipUninstallMod]: string = "Uninstall Mod"

[Ui.MenuModsTooltipViewInSteamWorkshop]

[Ui.MenuModsTooltipViewInSteamWorkshop]: string = "View Steam Workshop Page"

[Ui.MenuMultiplayerButtonJoinById]

[Ui.MenuMultiplayerButtonJoinById]: string = "Join by Game Code or IP"

[Ui.MenuMultiplayerButtonLoadGame]

[Ui.MenuMultiplayerButtonLoadGame]: string = "Load Game"

[Ui.MenuMultiplayerButtonNewGame]

[Ui.MenuMultiplayerButtonNewGame]: string = "New Game"

[Ui.MenuMultiplayerDescription]

[Ui.MenuMultiplayerDescription]: string = "Join your companions on their adventures."

[Ui.MenuMultiplayerHeadingPlayersOnline]

[Ui.MenuMultiplayerHeadingPlayersOnline]: string = "Players Online: {0}"

[Ui.MenuMultiplayerOptionsCheckConnectionButton]

[Ui.MenuMultiplayerOptionsCheckConnectionButton]: string = "Run Connection Test"

[Ui.MenuMultiplayerOptionsCheckConnectionHeading]

[Ui.MenuMultiplayerOptionsCheckConnectionHeading]: string = "Networking"

[Ui.MenuMultiplayerOptionsCheckConnectionParagraph]

[Ui.MenuMultiplayerOptionsCheckConnectionParagraph]: string = "Check if your network is configured properly. Visit the {link(http://www.waywardgame.com/multiplayer):multiplayer page} on the Wayward website for more information."

[Ui.MenuMultiplayerOptionsCheckConnectionResultChecking]

[Ui.MenuMultiplayerOptionsCheckConnectionResultChecking]: string = "Checking..."

[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetworkFail]

[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetworkFail]: string = "{#--message-type-bad:Unable to verify connection to the Steam Relay Network}."

[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetworkUnavailable]

[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetworkUnavailable]: string = "{#--message-type-bad:The Steam Relay Network is not available}."

[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetwork]

[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetwork]: string = "Steam Relay Network connection: {0}"

[Ui.MenuMultiplayerOptionsCheckConnectionResultSuccess]

[Ui.MenuMultiplayerOptionsCheckConnectionResultSuccess]: string = "{#--message-type-good:Good}."

[Ui.MenuMultiplayerOptionsCheckConnectionResultUnknown]

[Ui.MenuMultiplayerOptionsCheckConnectionResultUnknown]: string = "Unknown"

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebRTCFail]

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebRTCFail]: string = "{#--message-type-bad:Unable to establish WebRTC connection. A firewall or router may be blocking the connection. Players will still be able to join if the WebSocket connection works}."

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebRTC]

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebRTC]: string = "WebRTC connection: {0}"

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebSocketFail]

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebSocketFail]: string = "{#--message-type-bad:Unable to verify connection to port {0}}."

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebSocketUnavailable]

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebSocketUnavailable]: string = "{#--message-type-bad:The WebSocket server is not running}."

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebSocket]

[Ui.MenuMultiplayerOptionsCheckConnectionResultWebSocket]: string = "WebSocket connection: {0}"

[Ui.MenuMultiplayerOptionsCopyGameCodeTooltip]

[Ui.MenuMultiplayerOptionsCopyGameCodeTooltip]: string = "Copy the game code to your clipboard. Share it with your friends to play together!"

[Ui.MenuMultiplayerOptionsCopyGameCode]

[Ui.MenuMultiplayerOptionsCopyGameCode]: string = "Copy Game Code"

[Ui.MenuMultiplayerOptionsDescription]

[Ui.MenuMultiplayerOptionsDescription]: string = "Configure multiplayer settings."

[Ui.MenuMultiplayerOptionsInviteSteamFriends]

[Ui.MenuMultiplayerOptionsInviteSteamFriends]: string = "Invite Steam Friends"

[Ui.MenuMultiplayerOptionsOpenServerDescription]

[Ui.MenuMultiplayerOptionsOpenServerDescription]: string = "Allow players to join your game."

[Ui.MenuMultiplayerOptionsOpenServer]

[Ui.MenuMultiplayerOptionsOpenServer]: string = "Open Server"

[Ui.MenuMultiplayerOptionsTitle]

[Ui.MenuMultiplayerOptionsTitle]: string = "Multiplayer"

[Ui.MenuMultiplayerServerDedicated]

[Ui.MenuMultiplayerServerDedicated]: string = "Dedicated Server"

[Ui.MenuMultiplayerServerHost]

[Ui.MenuMultiplayerServerHost]: string = "Host: {0}"

[Ui.MenuMultiplayerServerLabelDays]

[Ui.MenuMultiplayerServerLabelDays]: string = "Days: {0}"

[Ui.MenuMultiplayerServerLabelIsland]

[Ui.MenuMultiplayerServerLabelIsland]: string = "Island: {0} ({1},{2})"

[Ui.MenuMultiplayerServerLabelReputation]

[Ui.MenuMultiplayerServerLabelReputation]: string = "Reputation: {0}"

[Ui.MenuMultiplayerServerLobbyType]

[Ui.MenuMultiplayerServerLobbyType]: string = "Lobby Type: {0}"

[Ui.MenuMultiplayerServerModUnableToLoad]

[Ui.MenuMultiplayerServerModUnableToLoad]: string = "Unable to load {name}@{version}"

[Ui.MenuMultiplayerServerPlayers]

[Ui.MenuMultiplayerServerPlayers]: string = "Players: {0}/{1}"

[Ui.MenuMultiplayerServerRegion]

[Ui.MenuMultiplayerServerRegion]: string = "Region: {0?{0}:Unknown}"

[Ui.MenuMultiplayerServerTooltipFriendsLabel]

[Ui.MenuMultiplayerServerTooltipFriendsLabel]: string = "Friends: {0}"

[Ui.MenuMultiplayerServerTooltipModsLabel]

[Ui.MenuMultiplayerServerTooltipModsLabel]: string = "{#--text-secondary:Mods: {0}}"

[Ui.MenuMultiplayerServerTooltipPVP]

[Ui.MenuMultiplayerServerTooltipPVP]: string = "PVP"

[Ui.MenuMultiplayerServerVersionUnknown]

[Ui.MenuMultiplayerServerVersionUnknown]: string = "Unknown"

[Ui.MenuMultiplayerServerVersion]

[Ui.MenuMultiplayerServerVersion]: string = "Version: {0}"

[Ui.MenuMultiplayerTitle]

[Ui.MenuMultiplayerTitle]: string = "Multiplayer"

[Ui.MenuNewGameButtonMilestonesDescription]

[Ui.MenuNewGameButtonMilestonesDescription]: string = "Enable and disable benefits and new challenges unlocked via the completion of milestones."

[Ui.MenuNewGameButtonMilestones]

[Ui.MenuNewGameButtonMilestones]: string = "Milestones (Unlocked {0}/{1})"

[Ui.MenuNewGameButtonNext]

[Ui.MenuNewGameButtonNext]: string = "Next"

[Ui.MenuNewGameButtonStartServer]

[Ui.MenuNewGameButtonStartServer]: string = "Start Server"

[Ui.MenuNewGameChoiceClientsInheritHostModifiersDescription]

[Ui.MenuNewGameChoiceClientsInheritHostModifiersDescription]: string = "All clients will inherit the chosen modifiers below. For instance, if choosing the 'Friendly' modifier, all players will start with a tamed creature, regardless of whether they have the milestone themselves."

[Ui.MenuNewGameChoiceClientsInheritHostModifiers]

[Ui.MenuNewGameChoiceClientsInheritHostModifiers]: string = "Inherit From Host"

[Ui.MenuNewGameChoiceCustomModifiersDescription]

[Ui.MenuNewGameChoiceCustomModifiersDescription]: string = "All clients will be able to choose their own modifiers when joining the server."

[Ui.MenuNewGameChoiceCustomModifiers]

[Ui.MenuNewGameChoiceCustomModifiers]: string = "Custom Per Client"

[Ui.MenuNewGameChoiceDifficultyChallengeDailyTooltip]

[Ui.MenuNewGameChoiceDifficultyChallengeDailyTooltip]: string = "A randomized challenge every day, that everyone around the world will have the chance to play!"

[Ui.MenuNewGameChoiceDifficultyChallengeDaily]

[Ui.MenuNewGameChoiceDifficultyChallengeDaily]: string = "Daily"

[Ui.MenuNewGameChoiceDifficultyTooltipCustomGameOptions]

[Ui.MenuNewGameChoiceDifficultyTooltipCustomGameOptions]: string = "Customize"

[Ui.MenuNewGameChoiceDifficultyTooltipMaxSaves]

[Ui.MenuNewGameChoiceDifficultyTooltipMaxSaves]: string = "You have used all {0} save slots. As Challenge Mode requires no save slot, it is the only difficulty you may choose."

[Ui.MenuNewGameChoiceDifficulty]

[Ui.MenuNewGameChoiceDifficulty]: string = "{0} Mode"

[Ui.MenuNewGameChoiceMultiplayerDescription]

[Ui.MenuNewGameChoiceMultiplayerDescription]: string = "Allow friends to join your world. Limited to real-time turns mode."

[Ui.MenuNewGameChoiceMultiplayer]

[Ui.MenuNewGameChoiceMultiplayer]: string = "Multiplayer"

[Ui.MenuNewGameChoiceSingleplayerDescription]

[Ui.MenuNewGameChoiceSingleplayerDescription]: string = "Survive on your own."

[Ui.MenuNewGameChoiceSingleplayer]

[Ui.MenuNewGameChoiceSingleplayer]: string = "Singleplayer"

[Ui.MenuNewGameChoiceTurnModeManualDescription]

[Ui.MenuNewGameChoiceTurnModeManualDescription]: string = "Turns only pass as players perform actions (also known as "turn-based")."

[Ui.MenuNewGameChoiceTurnModeManual]

[Ui.MenuNewGameChoiceTurnModeManual]: string = "Manual Turns"

[Ui.MenuNewGameChoiceTurnModeRealTimeDescription]

[Ui.MenuNewGameChoiceTurnModeRealTimeDescription]: string = "Turns happen automatically as time passes."

[Ui.MenuNewGameChoiceTurnModeRealTime]

[Ui.MenuNewGameChoiceTurnModeRealTime]: string = "Real-time Turns"

[Ui.MenuNewGameChoiceTurnModeSimulatedDescription]

[Ui.MenuNewGameChoiceTurnModeSimulatedDescription]: string = "Turns happen automatically as long as player(s) are performing actions."

[Ui.MenuNewGameChoiceTurnModeSimulated]

[Ui.MenuNewGameChoiceTurnModeSimulated]: string = "Simulated Turns"

[Ui.MenuNewGameDescription]

[Ui.MenuNewGameDescription]: string = "Create a new world with your choice of settings."

[Ui.MenuNewGameHeadingGameMode]

[Ui.MenuNewGameHeadingGameMode]: string = "Game Mode"

[Ui.MenuNewGameHeadingGameplayModifiers]

[Ui.MenuNewGameHeadingGameplayModifiers]: string = "Gameplay Modifiers"

[Ui.MenuNewGameHeadingMultiplayer]

[Ui.MenuNewGameHeadingMultiplayer]: string = "Single or Multiplayer"

[Ui.MenuNewGameLabelEditName]

[Ui.MenuNewGameLabelEditName]: string = "Name"

[Ui.MenuNewGameLabelEditSeed]

[Ui.MenuNewGameLabelEditSeed]: string = "Seed"

[Ui.MenuNewGamePlaceholderEditSeed]

[Ui.MenuNewGamePlaceholderEditSeed]: string = "Random"

[Ui.MenuNewGameTabGameMode]

[Ui.MenuNewGameTabGameMode]: string = "Game Mode"

[Ui.MenuNewGameTabGameplayModifiers]

[Ui.MenuNewGameTabGameplayModifiers]: string = "Modifiers"

[Ui.MenuNewGameTabMultiplayer]

[Ui.MenuNewGameTabMultiplayer]: string = "Multiplayer"

[Ui.MenuNewGameTitle]

[Ui.MenuNewGameTitle]: string = "New Game"

[Ui.MenuNewsButtonAllNews]

[Ui.MenuNewsButtonAllNews]: string = "See All News on Steam"

[Ui.MenuNewsDescription]

[Ui.MenuNewsDescription]: string = "Find information pertaining to the game and its updates."

[Ui.MenuNewsHeadingSocial]

[Ui.MenuNewsHeadingSocial]: string = "Join Our Community:"

[Ui.MenuNewsHeadingUnableToLoad]

[Ui.MenuNewsHeadingUnableToLoad]: string = "Unable to Load News"

[Ui.MenuNewsTitle]

[Ui.MenuNewsTitle]: string = "News"

[Ui.MenuOptionsAudioInputSoundOnTyping]

[Ui.MenuOptionsAudioInputSoundOnTyping]: string = "Play Typing Sound"

[Ui.MenuOptionsAudioVolumeDisplay]

[Ui.MenuOptionsAudioVolumeDisplay]: string = "{1?{0}%:Muted}"

[Ui.MenuOptionsBindButtonAddMacroTooltip]

[Ui.MenuOptionsBindButtonAddMacroTooltip]: string = "Add Macro"

[Ui.MenuOptionsBindButtonAddTooltip]

[Ui.MenuOptionsBindButtonAddTooltip]: string = "Add Binding"

[Ui.MenuOptionsBindButtonDeleteTooltip]

[Ui.MenuOptionsBindButtonDeleteTooltip]: string = "Remove All Bindings"

[Ui.MenuOptionsBindButtonResetTooltip]

[Ui.MenuOptionsBindButtonResetTooltip]: string = "Reset to Default"

[Ui.MenuOptionsBindChooseAdd]

[Ui.MenuOptionsBindChooseAdd]: string = "Press anything to choose an additional binding."

[Ui.MenuOptionsBindChoose]

[Ui.MenuOptionsBindChoose]: string = "Press anything to choose the replacement binding."

[Ui.MenuOptionsBindLabelModifier]

[Ui.MenuOptionsBindLabelModifier]: string = "{0} + {1}"

[Ui.MenuOptionsButtonAllowAlternatingDirectionMovementTooltip]

[Ui.MenuOptionsButtonAllowAlternatingDirectionMovementTooltip]: string = "If checked, you will move in alternating directions when two directions are pressed or diagonal angles are used with the mouse."

[Ui.MenuOptionsButtonAlternatingDirectionMovement]

[Ui.MenuOptionsButtonAlternatingDirectionMovement]: string = "Alternating Direction Movement"

[Ui.MenuOptionsButtonAlwaysShowMoreInformationTooltip]

[Ui.MenuOptionsButtonAlwaysShowMoreInformationTooltip]: string = "If checked, you will never have to hold down a key to show more information in tooltips."

[Ui.MenuOptionsButtonAlwaysShowMoreInformation]

[Ui.MenuOptionsButtonAlwaysShowMoreInformation]: string = "Always Show More Information"

[Ui.MenuOptionsButtonAutoAttackTooltip]

[Ui.MenuOptionsButtonAutoAttackTooltip]: string = "If checked, you will automatically attack when moving into a creature or player (with PVP enabled) with whichever hand(s) you have selected."

[Ui.MenuOptionsButtonAutoAttack]

[Ui.MenuOptionsButtonAutoAttack]: string = "Auto Attack"

[Ui.MenuOptionsButtonAutoGatherHarvestTooltip]

[Ui.MenuOptionsButtonAutoGatherHarvestTooltip]: string = "If checked, you will automatically gather/harvest when moving into resource tiles (with whichever hand(s) you have selected)."

[Ui.MenuOptionsButtonAutoGatherHarvest]

[Ui.MenuOptionsButtonAutoGatherHarvest]: string = "Auto Gather/Harvest"

[Ui.MenuOptionsButtonAutoPickupTooltip]

[Ui.MenuOptionsButtonAutoPickupTooltip]: string = "If checked, you will automatically pick-up items as you move on top of them."

[Ui.MenuOptionsButtonAutoPickup]

[Ui.MenuOptionsButtonAutoPickup]: string = "Auto Pick-up"

[Ui.MenuOptionsButtonAutoSaveTooltip]

[Ui.MenuOptionsButtonAutoSaveTooltip]: string = "If enabled, your game will periodically be saved to help avoid data loss."

[Ui.MenuOptionsButtonAutoSave]

[Ui.MenuOptionsButtonAutoSave]: string = "Auto Save"

[Ui.MenuOptionsButtonConfigureBindings]

[Ui.MenuOptionsButtonConfigureBindings]: string = "Configure Bindings"

[Ui.MenuOptionsButtonDeveloperModeContextMenu]

[Ui.MenuOptionsButtonDeveloperModeContextMenu]: string = "Context Menu"

[Ui.MenuOptionsButtonDeveloperMode]

[Ui.MenuOptionsButtonDeveloperMode]: string = "Developer Mode"

[Ui.MenuOptionsButtonDisableCustomCursor]

[Ui.MenuOptionsButtonDisableCustomCursor]: string = "Disable Custom Cursor"

[Ui.MenuOptionsButtonDisableUIEffectsTooltip]

[Ui.MenuOptionsButtonDisableUIEffectsTooltip]: string = "If checked, animations and other effects on the UI will be disable, possibly reducing GPU and CPU load on some devices."

[Ui.MenuOptionsButtonDisableUIEffects]

[Ui.MenuOptionsButtonDisableUIEffects]: string = "Disable UI Effects"

[Ui.MenuOptionsButtonDitherFogOfWar]

[Ui.MenuOptionsButtonDitherFogOfWar]: string = "Dither Style Fog of War"

[Ui.MenuOptionsButtonDropLocationFacing]

[Ui.MenuOptionsButtonDropLocationFacing]: string = "Drop Items on Facing Tile"

[Ui.MenuOptionsButtonDropLocationFeetWhenFacingBlocked]

[Ui.MenuOptionsButtonDropLocationFeetWhenFacingBlocked]: string = "Drop Items at Feet When Facing Tile is Blocked"

[Ui.MenuOptionsButtonDropLocationFeet]

[Ui.MenuOptionsButtonDropLocationFeet]: string = "Drop Items at Feet"

[Ui.MenuOptionsButtonDropOnDismantleTooltip]

[Ui.MenuOptionsButtonDropOnDismantleTooltip]: string = "If checked, you will automatically drop items under your character when dismantling items."

[Ui.MenuOptionsButtonDropOnDismantle]

[Ui.MenuOptionsButtonDropOnDismantle]: string = "Drop on Dismantle"

[Ui.MenuOptionsButtonDropOnGatherHarvestTooltip]

[Ui.MenuOptionsButtonDropOnGatherHarvestTooltip]: string = "If checked, you will automatically drop items under your character as you gather/harvest them."

[Ui.MenuOptionsButtonDropOnGatherHarvest]

[Ui.MenuOptionsButtonDropOnGatherHarvest]: string = "Drop on Gather/Harvest"

[Ui.MenuOptionsButtonExportGlobalSaveData]

[Ui.MenuOptionsButtonExportGlobalSaveData]: string = "Export Non-world Save Data"

[Ui.MenuOptionsButtonFullscreen]

[Ui.MenuOptionsButtonFullscreen]: string = "Fullscreen"

[Ui.MenuOptionsButtonHideEquippedHeadgearTooltip]

[Ui.MenuOptionsButtonHideEquippedHeadgearTooltip]: string = "If checked, equipped headgear on your character will not be visible to you."

[Ui.MenuOptionsButtonHideEquippedHeadgear]

[Ui.MenuOptionsButtonHideEquippedHeadgear]: string = "Hide Equipped Headgear"

[Ui.MenuOptionsButtonImportGlobalSaveData]

[Ui.MenuOptionsButtonImportGlobalSaveData]: string = "Import Non-world Save Data"

[Ui.MenuOptionsButtonKeepSortActiveTooltip]

[Ui.MenuOptionsButtonKeepSortActiveTooltip]: string = "If checked, your inventory will keep sorting automatically as you get items."

[Ui.MenuOptionsButtonKeepSortActive]

[Ui.MenuOptionsButtonKeepSortActive]: string = "Keep Sort Active"

[Ui.MenuOptionsButtonOpenLogsFolder]

[Ui.MenuOptionsButtonOpenLogsFolder]: string = "Open Logs Folder"

[Ui.MenuOptionsButtonPixelFont]

[Ui.MenuOptionsButtonPixelFont]: string = "Pixel Font"

[Ui.MenuOptionsButtonProtectCraftingItemContainers]

[Ui.MenuOptionsButtonProtectCraftingItemContainers]: string = "Protect Crafting Items for Containers"

[Ui.MenuOptionsButtonProtectCraftingItemsContainersTooltip]

[Ui.MenuOptionsButtonProtectCraftingItemsContainersTooltip]: string = "If checked items inside equipped and quickslotted containers won't be used in crafting."

[Ui.MenuOptionsButtonProtectCraftingItemsInInventoryTooltip]

[Ui.MenuOptionsButtonProtectCraftingItemsInInventoryTooltip]: string = "If checked, equipped and quickslotted items won't be used in crafting."

[Ui.MenuOptionsButtonProtectCraftingItemsInInventory]

[Ui.MenuOptionsButtonProtectCraftingItemsInInventory]: string = "Protect Crafting Items"

[Ui.MenuOptionsButtonReloadGame]

[Ui.MenuOptionsButtonReloadGame]: string = "Reload Game"

[Ui.MenuOptionsButtonReloadStylesheets]

[Ui.MenuOptionsButtonReloadStylesheets]: string = "Reload Stylesheets"

[Ui.MenuOptionsButtonSaveDataClearAll]

[Ui.MenuOptionsButtonSaveDataClearAll]: string = "Remove All Save Data"

[Ui.MenuOptionsButtonSaveDataClearBindings]

[Ui.MenuOptionsButtonSaveDataClearBindings]: string = "Reset All Bindings"

[Ui.MenuOptionsButtonSaveDataClearCharacters]

[Ui.MenuOptionsButtonSaveDataClearCharacters]: string = "Remove Saved Characters"

[Ui.MenuOptionsButtonSaveDataClearCraftingRecipes]

[Ui.MenuOptionsButtonSaveDataClearCraftingRecipes]: string = "Reset Unlocked Crafting Recipes"

[Ui.MenuOptionsButtonSaveDataClearHighscores]

[Ui.MenuOptionsButtonSaveDataClearHighscores]: string = "Remove Highscores"

[Ui.MenuOptionsButtonSaveDataClearMilestones]

[Ui.MenuOptionsButtonSaveDataClearMilestones]: string = "Reset Milestone Progress"

[Ui.MenuOptionsButtonSaveDataClearOptions]

[Ui.MenuOptionsButtonSaveDataClearOptions]: string = "Reset All Options to Defaults"

[Ui.MenuOptionsButtonSaveDataClearSaves]

[Ui.MenuOptionsButtonSaveDataClearSaves]: string = "Remove Saved Games"

[Ui.MenuOptionsButtonSkipSplash]

[Ui.MenuOptionsButtonSkipSplash]: string = "Skip Splash Screen"

[Ui.MenuOptionsButtonToggleDevTools]

[Ui.MenuOptionsButtonToggleDevTools]: string = "Toggle Developer Tools"

[Ui.MenuOptionsButtonTooltipsCreatures]

[Ui.MenuOptionsButtonTooltipsCreatures]: string = "Creatures"

[Ui.MenuOptionsButtonTooltipsDoodads]

[Ui.MenuOptionsButtonTooltipsDoodads]: string = "Doodads"

[Ui.MenuOptionsButtonTooltipsItems]

[Ui.MenuOptionsButtonTooltipsItems]: string = "Items"

[Ui.MenuOptionsButtonTooltipsTerrain]

[Ui.MenuOptionsButtonTooltipsTerrain]: string = "Terrain"

[Ui.MenuOptionsButtonUnlockAllCraftingRecipes]

[Ui.MenuOptionsButtonUnlockAllCraftingRecipes]: string = "Unlock All Crafting Recipes"

[Ui.MenuOptionsButtonUnlockAllMilestones]

[Ui.MenuOptionsButtonUnlockAllMilestones]: string = "Unlock All Milestones"

[Ui.MenuOptionsButtonUseAdjacentContainersTooltip]

[Ui.MenuOptionsButtonUseAdjacentContainersTooltip]: string = "If checked, items in adjacent containers or tiles can be used in crafting and other actions."

[Ui.MenuOptionsButtonUseAdjacentContainers]

[Ui.MenuOptionsButtonUseAdjacentContainers]: string = "Use Adjacent Containers/Items"

[Ui.MenuOptionsButtonWarnOnDangerousActionsTooltip]

[Ui.MenuOptionsButtonWarnOnDangerousActionsTooltip]: string = "If checked, a confirmation screen will display when stepping over doodads or objects that could injure you."

[Ui.MenuOptionsButtonWarnOnDangerousActions]

[Ui.MenuOptionsButtonWarnOnDangerousActions]: string = "Warn on Dangerous Actions"

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnCraftTooltip]

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnCraftTooltip]: string = "If checked, a confirmation screen will display when trying to craft/dismantle using items that will break on use or failure."

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnCraft]

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnCraft]: string = "On Craft/Dismantle"

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnUseTooltip]

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnUseTooltip]: string = "If checked, a confirmation screen will display when trying to use damaged items that may break on use."

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnUse]

[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnUse]: string = "On Use"

[Ui.MenuOptionsDescription]

[Ui.MenuOptionsDescription]: string = "Change your game settings."

[Ui.MenuOptionsDeveloperLogSourceFilterHeading]

[Ui.MenuOptionsDeveloperLogSourceFilterHeading]: string = "Console Log Filtering"

[Ui.MenuOptionsDeveloperUIExperimentsDescription]

[Ui.MenuOptionsDeveloperUIExperimentsDescription]: string = "New work-in-progress UI functionality. Use at your own risk — these experimentations may cause catastrophic errors! Only enable these if you know what you're doing."

[Ui.MenuOptionsDeveloperUIExperiments]

[Ui.MenuOptionsDeveloperUIExperiments]: string = "UI Experiments"

[Ui.MenuOptionsHeadingAudio]

[Ui.MenuOptionsHeadingAudio]: string = "Audio"

[Ui.MenuOptionsHeadingControls]

[Ui.MenuOptionsHeadingControls]: string = "Controls"

[Ui.MenuOptionsHeadingDeveloper]

[Ui.MenuOptionsHeadingDeveloper]: string = "Developer Options"

[Ui.MenuOptionsHeadingGameplayOptions]

[Ui.MenuOptionsHeadingGameplayOptions]: string = "Gameplay Options"

[Ui.MenuOptionsHeadingGeneralOptions]

[Ui.MenuOptionsHeadingGeneralOptions]: string = "General"

[Ui.MenuOptionsHeadingLanguage]

[Ui.MenuOptionsHeadingLanguage]: string = "Language"

[Ui.MenuOptionsHeadingModOptions]

[Ui.MenuOptionsHeadingModOptions]: string = "Mod Options"

[Ui.MenuOptionsHeadingOther]

[Ui.MenuOptionsHeadingOther]: string = "Other Options"

[Ui.MenuOptionsHeadingPowerPreference]

[Ui.MenuOptionsHeadingPowerPreference]: string = "Power Mode"

[Ui.MenuOptionsHeadingSaveData]

[Ui.MenuOptionsHeadingSaveData]: string = "Save Data"

[Ui.MenuOptionsHeadingTooltips]

[Ui.MenuOptionsHeadingTooltips]: string = "Tooltips"

[Ui.MenuOptionsHeadingVideo]

[Ui.MenuOptionsHeadingVideo]: string = "Video"

[Ui.MenuOptionsHeadingWarnWhenBreakingItems]

[Ui.MenuOptionsHeadingWarnWhenBreakingItems]: string = "Warn when Breaking Items"

[Ui.MenuOptionsLabelDialogOpacity]

[Ui.MenuOptionsLabelDialogOpacity]: string = "Dialog Opacity"

[Ui.MenuOptionsLabelDirectionTurnDelay]

[Ui.MenuOptionsLabelDirectionTurnDelay]: string = "Turn Delay"

[Ui.MenuOptionsLabelInterfaceScale]

[Ui.MenuOptionsLabelInterfaceScale]: string = "Interface Scale"

[Ui.MenuOptionsLabelMouseTurnDelay]

[Ui.MenuOptionsLabelMouseTurnDelay]: string = "Mouse Turn Delay"

[Ui.MenuOptionsLabelTooltipDelay]

[Ui.MenuOptionsLabelTooltipDelay]: string = "Delay"

[Ui.MenuOptionsLabelVolumeEffects]

[Ui.MenuOptionsLabelVolumeEffects]: string = "Effects"

[Ui.MenuOptionsLabelVolumeMusic]

[Ui.MenuOptionsLabelVolumeMusic]: string = "Music"

[Ui.MenuOptionsMusicPlaylist]

[Ui.MenuOptionsMusicPlaylist]: string = "Playlist"

[Ui.MenuOptionsRangeAutoSaveTimerLabel]

[Ui.MenuOptionsRangeAutoSaveTimerLabel]: string = "Timer"

[Ui.MenuOptionsRangeAutoSaveTimerTimeDisplay]

[Ui.MenuOptionsRangeAutoSaveTimerTimeDisplay]: string = "{0} {reformat({0},false):minute}"

[Ui.MenuOptionsRangeAutoSaveTimerTurnsDisplay]

[Ui.MenuOptionsRangeAutoSaveTimerTurnsDisplay]: string = "{0} turns"

[Ui.MenuOptionsTabAudio]

[Ui.MenuOptionsTabAudio]: string = "Audio"

[Ui.MenuOptionsTabControls]

[Ui.MenuOptionsTabControls]: string = "Controls"

[Ui.MenuOptionsTabDeveloper]

[Ui.MenuOptionsTabDeveloper]: string = "Developer"

[Ui.MenuOptionsTabGameplay]

[Ui.MenuOptionsTabGameplay]: string = "Gameplay"

[Ui.MenuOptionsTabGeneral]

[Ui.MenuOptionsTabGeneral]: string = "General"

[Ui.MenuOptionsTabMods]

[Ui.MenuOptionsTabMods]: string = "Mod Options"

[Ui.MenuOptionsTabSaveData]

[Ui.MenuOptionsTabSaveData]: string = "Save Data"

[Ui.MenuOptionsTabVideo]

[Ui.MenuOptionsTabVideo]: string = "Video"

[Ui.MenuOptionsTitle]

[Ui.MenuOptionsTitle]: string = "Options"

[Ui.MenuOptionsTooltipControlsFilter]

[Ui.MenuOptionsTooltipControlsFilter]: string = "Filter the game's bindable actions. You can do multiple selections at once with a comma {#--text-secondary:({#--color-bind:,})} and invert a selection by prefixing it with an exclamation point {#--text-secondary:({#--color-bind:!})}"

[Ui.MenuOptionsTooltipDialogOpacity]

[Ui.MenuOptionsTooltipDialogOpacity]: string = "Controls how opaque the in-game dialogs are."

[Ui.MenuOptionsTooltipMouseTurnDelay]

[Ui.MenuOptionsTooltipMouseTurnDelay]: string = "The amount of movement delay that occurs after switching a direction or turning when using your mouse."

[Ui.MenuOptionsTooltipMusicNextTrack]

[Ui.MenuOptionsTooltipMusicNextTrack]: string = "Next Track"

[Ui.MenuOptionsTooltipTurnDelay]

[Ui.MenuOptionsTooltipTurnDelay]: string = "The amount of movement delay that occurs after switching a direction or turning."

[Ui.MenuOptionsTooltipUiScaleClamped]

[Ui.MenuOptionsTooltipUiScaleClamped]: string = "Currently clamped to {#--text-secondary:{0}} by the viewport resolution."

[Ui.MenuPauseButtonContinue]

[Ui.MenuPauseButtonContinue]: string = "Continue Game"

[Ui.MenuPauseButtonModes]

[Ui.MenuPauseButtonModes]: string = "Modes"

[Ui.MenuPauseButtonMultiplayer]

[Ui.MenuPauseButtonMultiplayer]: string = "Multiplayer"

[Ui.MenuPauseButtonOptions]

[Ui.MenuPauseButtonOptions]: string = "Options"

[Ui.MenuPauseButtonPaused]

[Ui.MenuPauseButtonPaused]: string = "Paused"

[Ui.MenuPauseButtonStopServer]

[Ui.MenuPauseButtonStopServer]: string = "Stop Server"

[Ui.MenuPauseButtonTitleScreen]

[Ui.MenuPauseButtonTitleScreen]: string = "Return to Title Screen"

[Ui.MenuPauseHeadingDedicatedServer]

[Ui.MenuPauseHeadingDedicatedServer]: string = "Dedicated Server"

[Ui.MenuPauseHeadingNotPaused]

[Ui.MenuPauseHeadingNotPaused]: string = "The Game Is Not Paused!"

[Ui.MenuPauseHeadingPaused]

[Ui.MenuPauseHeadingPaused]: string = "The Game Is Paused"

[Ui.MenuPauseParagraphDedicatedServer]

[Ui.MenuPauseParagraphDedicatedServer]: string = "The server is up and running."

[Ui.MenuPauseParagraphNotPaused]

[Ui.MenuPauseParagraphNotPaused]: string = "In multiplayer, the game does not pause unless the host has paused it."

[Ui.MenuPauseParagraphPaused]

[Ui.MenuPauseParagraphPaused]: string = ""

[Ui.MenuSharedButtonDefault]

[Ui.MenuSharedButtonDefault]: string = "Default"

[Ui.MenuSharedButtonDisableAll]

[Ui.MenuSharedButtonDisableAll]: string = "Disable All"

[Ui.MenuSharedButtonEnableAll]

[Ui.MenuSharedButtonEnableAll]: string = "Enable All"

[Ui.MenuSharedMilestoneModifiersSelected]

[Ui.MenuSharedMilestoneModifiersSelected]: string = "{0} Selected"

[Ui.MenuSharedMilestonesNotUnlockableButtonShowMods]

[Ui.MenuSharedMilestonesNotUnlockableButtonShowMods]: string = "Show Mods"

[Ui.MenuSharedMilestonesNotUnlockableDescription]

[Ui.MenuSharedMilestonesNotUnlockableDescription]: string = "{#--text-secondary:{0?Milestones are not unlockable in {#--text-color:{1}} mode.}{2?{0?}Mods are enabled that prevent milestone unlocking\: {2}}}"

[Ui.MenuSharedMilestonesNotUnlockable]

[Ui.MenuSharedMilestonesNotUnlockable]: string = "Milestones Are Not Unlockable"

[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriendsDescription]

[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriendsDescription]: string = "Anyone may be invited to the server, and the game will be visible and joinable to your friends."

[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriends]

[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriends]: string = "Open to Friends"

[Ui.MenuSharedMultiplayerChoiceLobbyTypePrivateDescription]

[Ui.MenuSharedMultiplayerChoiceLobbyTypePrivateDescription]: string = "The only way for players to join the game is to be invited."

[Ui.MenuSharedMultiplayerChoiceLobbyTypePrivate]

[Ui.MenuSharedMultiplayerChoiceLobbyTypePrivate]: string = "Private"

[Ui.MenuSharedMultiplayerChoiceLobbyTypePublicDescription]

[Ui.MenuSharedMultiplayerChoiceLobbyTypePublicDescription]: string = "The game will be visible and joinable for anyone."

[Ui.MenuSharedMultiplayerChoiceLobbyTypePublic]

[Ui.MenuSharedMultiplayerChoiceLobbyTypePublic]: string = "Open to Anyone"

[Ui.MenuSharedMultiplayerChoicePVPDescription]

[Ui.MenuSharedMultiplayerChoicePVPDescription]: string = "Allow players to attack each other."

[Ui.MenuSharedMultiplayerChoicePVP]

[Ui.MenuSharedMultiplayerChoicePVP]: string = "PVP"

[Ui.MenuSharedMultiplayerDescription]

[Ui.MenuSharedMultiplayerDescription]: string = "Description"

[Ui.MenuSharedMultiplayerMaxPlayers]

[Ui.MenuSharedMultiplayerMaxPlayers]: string = "Max Players"

[Ui.MenuSharedRealTimeTickSpeedLabel]

[Ui.MenuSharedRealTimeTickSpeedLabel]: string = "Tick Time"

[Ui.MenuSharedRealTimeTickSpeedTooltip]

[Ui.MenuSharedRealTimeTickSpeedTooltip]: string = "The time it takes for a tick to occur in real-time mode."

[Ui.MenuSharedValueMillseconds]

[Ui.MenuSharedValueMillseconds]: string = "{0}ms"

[Ui.MenuSharedValuePercentage]

[Ui.MenuSharedValuePercentage]: string = "{0}%"

[Ui.MiscBindableNoBindings]

[Ui.MiscBindableNoBindings]: string = "No Bindings"

[Ui.MiscBindableOr]

[Ui.MiscBindableOr]: string = "{0} OR "

[Ui.MiscFilter]

[Ui.MiscFilter]: string = "Filter"

[Ui.MiscPlayerNameDefault]

[Ui.MiscPlayerNameDefault]: string = "Player"

[Ui.MiscPlayerNameServer]

[Ui.MiscPlayerNameServer]: string = "Server"

[Ui.MiscSaveNameChallenge]

[Ui.MiscSaveNameChallenge]: string = "Challenge Game"

[Ui.MiscSaveNameDailyChallenge]

[Ui.MiscSaveNameDailyChallenge]: string = "Daily Challenge {0}"

[Ui.MiscSaveNameDefault]

[Ui.MiscSaveNameDefault]: string = "Untitled Save {0}"

[Ui.MiscSaveVersionUnknown]

[Ui.MiscSaveVersionUnknown]: string = "Unknown"

[Ui.MiscSortBy]

[Ui.MiscSortBy]: string = "Sort By"

[Ui.MiscSortDirection]

[Ui.MiscSortDirection]: string = "Sort Direction"

[Ui.MiscTimeMeridiem]

[Ui.MiscTimeMeridiem]: string = " {0?AM:PM}"

[Ui.MiscTime]

[Ui.MiscTime]: string = "{0}{2?::{1}}{3?{3}}"

[Ui.MiscVersion]

[Ui.MiscVersion]: string = "{0?Beta:Release} {1}.{2}.{3}"

[Ui.QuickSlot1]

[Ui.QuickSlot1]: string = "1"

[Ui.QuickSlot2]

[Ui.QuickSlot2]: string = "2"

[Ui.QuickSlot3]

[Ui.QuickSlot3]: string = "3"

[Ui.QuickSlot4]

[Ui.QuickSlot4]: string = "4"

[Ui.QuickSlot5]

[Ui.QuickSlot5]: string = "5"

[Ui.QuickSlot6]

[Ui.QuickSlot6]: string = "6"

[Ui.QuickSlot7]

[Ui.QuickSlot7]: string = "7"

[Ui.QuickSlot8]

[Ui.QuickSlot8]: string = "8"

[Ui.QuickSlot9]

[Ui.QuickSlot9]: string = "9"

[Ui.TabCrafting]

[Ui.TabCrafting]: string = "Crafting"

[Ui.TabDismantle]

[Ui.TabDismantle]: string = "Dismantle"

[Ui.Version]

[Ui.Version]: string = "Wayward {0}"

[Ui.WindowTitleContainer]

[Ui.WindowTitleContainer]: string = "Container"

[Ui.WindowTitleCrafting]

[Ui.WindowTitleCrafting]: string = "Crafting"

[Ui.WindowTitleEquipment]

[Ui.WindowTitleEquipment]: string = "Equipment"

[Ui.WindowTitleInventory]

[Ui.WindowTitleInventory]: string = "Inventory"

Const unableToJoinReasons

unableToJoinReasons: object

[UnableToJoinReason.Banned]

[UnableToJoinReason.Banned]: string = "You have been banned from the server."

[UnableToJoinReason.BuildMismatch]

[UnableToJoinReason.BuildMismatch]: string = "The server build ({0}) is different than your build ({1})."

[UnableToJoinReason.DuplicateIdentifier]

[UnableToJoinReason.DuplicateIdentifier]: string = "A player with your ID is already playing on this server.Try to rejoin in a minute."

[UnableToJoinReason.FailedToLoadMods]

[UnableToJoinReason.FailedToLoadMods]: string = "Required mod(s) have the following issues:{0}"

[UnableToJoinReason.FriendsOnly]

[UnableToJoinReason.FriendsOnly]: string = "The server only allows friends to join."

[UnableToJoinReason.ServerFull]

[UnableToJoinReason.ServerFull]: string = "The server is full."

[UnableToJoinReason.SteamRequired]

[UnableToJoinReason.SteamRequired]: string = "You must run the game from Steam to join this server."

[UnableToJoinReason.UnknownError]

[UnableToJoinReason.UnknownError]: string = "Error code {0}."

[UnableToJoinReason.VersionMismatch]

[UnableToJoinReason.VersionMismatch]: string = "The server version ({0}) is different than your version ({1})."

Const underlineSegment

underlineSegment: object

endChar

endChar: string = "__"

regex

regex: RegExp = /^.*$/

startChar

startChar: string = "__"

handle

  • Parameters

    • _: RegExpMatchArray
    • segment: string
    • api: ISegmentApi
    • Rest ...args: any[]

    Returns IStringSection[]

Const unlockedRecipesStrategies

unlockedRecipesStrategies: object

[UnlockedRecipesStrategy.AllUnlocked]

[UnlockedRecipesStrategy.AllUnlocked]: string = "All Unlocked"

[UnlockedRecipesStrategy.StartWithNone]

[UnlockedRecipesStrategy.StartWithNone]: string = "Start With None"

[UnlockedRecipesStrategy.UseUnlocks]

[UnlockedRecipesStrategy.UseUnlocks]: string = "Use Unlocks"

Const upgradeProperties

upgradeProperties: object

files

files: string = "file"

language_files

language_files: string = "languages"

required_mods

required_mods: string = "dependencies"

Const walkDotsMap

walkDotsMap: object

[spriteId(Direction.East)]

[spriteId(Direction.East)]: Vector2 = new Vector2(16, 32)

[spriteId(Direction.East, Direction.North)]

[spriteId(Direction.East, Direction.North)]: Vector2 = new Vector2(16, 16)

[spriteId(Direction.East, Direction.South)]

[spriteId(Direction.East, Direction.South)]: Vector2 = new Vector2(16, 0)

[spriteId(Direction.North)]

[spriteId(Direction.North)]: Vector2 = new Vector2(0, 32)

[spriteId(Direction.North, Direction.South)]

[spriteId(Direction.North, Direction.South)]: Vector2 = new Vector2(0, 16)

[spriteId(Direction.South)]

[spriteId(Direction.South)]: Vector2 = Vector2.ZERO

[spriteId(Direction.West)]

[spriteId(Direction.West)]: Vector2 = new Vector2(32, 32)

[spriteId(Direction.West, Direction.East)]

[spriteId(Direction.West, Direction.East)]: Vector2 = new Vector2(32, 32)

[spriteId(Direction.West, Direction.North)]

[spriteId(Direction.West, Direction.North)]: Vector2 = new Vector2(32, 16)

[spriteId(Direction.West, Direction.South)]

[spriteId(Direction.West, Direction.South)]: Vector2 = new Vector2(32, 0)

Const websiteLinks

websiteLinks: object

[Website.DiscordServer]

[Website.DiscordServer]: string = "https://discord.gg/{0}"

[Website.Facebook]

[Website.Facebook]: string = "https://www.facebook.com/{0}"

[Website.GitHubProject]

[Website.GitHubProject]: string = "https://github.com/{0}"

[Website.GitHubUser]

[Website.GitHubUser]: string = "https://github.com/{0}"

[Website.Personal]

[Website.Personal]: string = "{0}"

[Website.RedditUser]

[Website.RedditUser]: string = "https://www.reddit.com/u/{0}"

[Website.Subreddit]

[Website.Subreddit]: string = "https://www.reddit.com/r/{0}"

[Website.Twitter]

[Website.Twitter]: string = "https://twitter.com/{0}"

Const websites

websites: object = [[Website.DiscordServer, "wayward"],[Website.Subreddit, "Wayward"],[Website.Twitter, "wayward_game"],[Website.Facebook, "waywardgame"],]

[Website.DiscordServer]

[Website.DiscordServer]: string = "Discord Server"

[Website.Facebook]

[Website.Facebook]: string = "Facebook"

[Website.GitHubProject]

[Website.GitHubProject]: string = "GitHub Project"

[Website.GitHubUser]

[Website.GitHubUser]: string = "GitHub"

[Website.Personal]

[Website.Personal]: string = "Personal"

[Website.RedditUser]

[Website.RedditUser]: string = "Reddit"

[Website.Subreddit]

[Website.Subreddit]: string = "Subreddit"

[Website.Twitter]

[Website.Twitter]: string = "Twitter"

Const weightStatuses

weightStatuses: object

[WeightStatus.Encumbered]

[WeightStatus.Encumbered]: string = "encumbered"

[WeightStatus.None]

[WeightStatus.None]: string = ""

[WeightStatus.Overburdened]

[WeightStatus.Overburdened]: string = "overburdened"

Const wispDust

wispDust: object

animated

animated: true = true

decayMax

decayMax: number = 100

isFlammable

isFlammable: true = true

isWaste

isWaste: true = true

lightSource

lightSource: true = true

pickUp

pickUp: WispDust = ItemType.WispDust

renderBelowItems

renderBelowItems: true = true

lightColor

lightColor: object

b

b: number = 243

g

g: number = 191

r

r: number = 0

particles

particles: object

b

b: number = 243

g

g: number = 191

r

r: number = 0

Const worldLayers

worldLayers: object

[WorldZ.Cave]

[WorldZ.Cave]: string = "caves"

[WorldZ.Overworld]

[WorldZ.Overworld]: string = "surface"

Const worldRenderer

worldRenderer: object

batchMovable

batchMovable: () => T = stubF()

Type declaration

    • (): T
    • Returns T

calculateAmbientColor

calculateAmbientColor: () => T = stubF()

Type declaration

    • (): T
    • Returns T

computeSpritesInViewport

computeSpritesInViewport: () => T = stubF()

Type declaration

    • (): T
    • Returns T

defaultAdaptor

defaultAdaptor: ITileAdaptor = stubV()

dispose

dispose: () => T = stubF()

Type declaration

    • (): T
    • Returns T

fenceAdaptor

fenceAdaptor: Fence = stubV()

floorAdaptor

floorAdaptor: ITileAdaptor = stubV()

getAmbientColorCave

getAmbientColorCave: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getAmbientColorDawn

getAmbientColorDawn: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getAmbientColorDay

getAmbientColorDay: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getAmbientColorNight

getAmbientColorNight: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getAmbientIntensity

getAmbientIntensity: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getFogColor

getFogColor: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getPixelSize

getPixelSize: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getTileScale

getTileScale: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getTileViewport

getTileViewport: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getViewport

getViewport: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getViewportBounds

getViewportBounds: () => T = stubF()

Type declaration

    • (): T
    • Returns T

getZoom

getZoom: () => T = stubF()

Type declaration

    • (): T
    • Returns T

initializeSpriteBatch

initializeSpriteBatch: () => T = stubF()

Type declaration

    • (): T
    • Returns T

lavaAdaptor

lavaAdaptor: ITileAdaptor = stubV()

layers

layers: {} = stubV()

Type declaration

mountainAdaptor

mountainAdaptor: ITileAdaptor = stubV()

mountainGroundAdaptor

mountainGroundAdaptor: ITileAdaptor = stubV()

positionBuffer

positionBuffer: WebGLBuffer = stubV()

render

render: () => T = stubF()

Type declaration

    • (): T
    • Returns T

renderWorld

renderWorld: () => T = stubF()

Type declaration

    • (): T
    • Returns T

screenToTile

screenToTile: () => T = stubF()

Type declaration

    • (): T
    • Returns T

screenToVector

screenToVector: () => T = stubF()

Type declaration

    • (): T
    • Returns T

setSpriteTexture

setSpriteTexture: () => T = stubF()

Type declaration

    • (): T
    • Returns T

setTileScale

setTileScale: () => T = stubF()

Type declaration

    • (): T
    • Returns T

setViewport

setViewport: () => T = stubF()

Type declaration

    • (): T
    • Returns T

setZoom

setZoom: () => T = stubF()

Type declaration

    • (): T
    • Returns T

tillAdaptor

tillAdaptor: ITileAdaptor = stubV()

updateAll

updateAll: () => T = stubF()

Type declaration

    • (): T
    • Returns T

wallAdaptor

wallAdaptor: Wall = stubV()

waterAdaptor

waterAdaptor: ITileAdaptor = stubV()

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